PDA

View Full Version : Iron Chef Optimisation Challenge in the Playground LXXII



Pages : [1] 2

Heliomance
2015-09-04, 03:02 AM
A dimly-lit library. Rows of bookshelves line the walls, and as the camera slowly pans over them, we see that they are filled with gaming books. From the original brown-cover D&D manuals to the newest fifth edition supplements, we are given a brief but breathtaking history of over four decades of gaming in visual form.

A pair of feet, clad in Converse, appear. The camera pans back to reveal the Chairwoman as she strides out into Optimization Stadium. Slowly, she looks around at the battleground. Rapidly, we are shown shots of the gaming materials here assembled: books, miniatures, maps, dice. The Chairwoman reaches down and picks up a twenty-sided die. She rolls it, then turns to the camera... and smiles.

The camera pulls back from the smile to reveal... the Iron Gamers. Row upon row they stand, clad in the uniform of their trade: t-shirts with fantasy images, buttons with obscure quotes from novels and movies, dice bags at the ready. The shot dissolves into flames and the logo:


Iron Gamer

A montage of the contestants plays, with summaries of their optimization triumphs and achievements. Interspersed are brief interviews. Finally, though, the introductions are over. The contestants stand arrayed before the Chairwoman.

Chairwoman: We unveil the ingredient!

Tense music plays as the pedestal containing the mystery ingredient rises from below. Stacked neatly on the pedestal are copies of Magic of Faerun.

Chairwoman: This month's theme is... Spellfire Channeler! ALLEZ OPTIMISER!


http://www-01.ibm.com/support/knowledgecenter/api/content/nl/en-us/SSZND2_6.0.0/com.ibm.etools.webreference.doc/images/hr_runtime.gif

Welcome, contestants, judges, and guests to Iron Chef LXIX. Here in Optimisation Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D3.5 prestige class as a "Secret Ingredient".

Contestants: You will need to present a full 20-level build for your entry. Also required is a rundown of how your build works at lower levels, to demonstrate that it is a functional character that could be played from 1-20 in a real game. Traditionally contestants give "snapshots" of tactics and abilities at levels 5, 10, 15, and 20, as well as a "sweet spot" of their choosing that represents what they believe to be the high point of the build. The purpose of these snapshots is not just to showcase your use of the SI, it is to demonstrate that your character is playable at every level. For this reason, it's still worth giving a snapshot before you have entered the SI.

Menu: The "special ingredient" can be drawn from any legal source. Originally, the plan was to mostly use Core and Completes, but that was a long time ago, and we've started running out of interesting classes to use if we restrict ourselves to those.

32 point-buy is the presumed creation method, but we have generally allowed other levels of point-buy.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden because I hate 'em. Please refrain from using Taint unless it's necessary for the Secret Ingredient.
NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.

Cooking Time: Contestants will have until 09:59 GMT on Sunday, September 20th, 2015 to create their builds and PM them to the Chairwoman, Heliomance. Please put the name of your build in the subject line of your PM. Builds will then be posted simultaneously, to avoid copying. Judges will have until 09:59 GMT on Sunday, October 4th, 2015 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

Judging: Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, will lose you points.Please note the following change: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using too many sources may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry.NAME OF ENTRY


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



Code immediately below (spoiler).

Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-


Code immediately below (spoiler)Spells per Day/Spells Known
Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-



For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.
Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing!

We will award 1st through 3rd places, as well as a shout-out for honourable mention. The honourable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honourable mention via PM. If there are no votes, Honourable Mention will go to the chairwoman's favourite build.

The Builds

Past Competitions

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)
Iron Chef XXV: Scion of Tem-Et-Nu (http://www.giantitp.com/forums/showthread.php?t=217441)
Iron Chef XXVI: Shadowdancer (http://www.giantitp.com/forums/showthread.php?t=220956)
Iron Chef XXVII: Mindbender (http://www.giantitp.com/forums/showthread.php?t=224008)
Iron Chef XXVIII: Cryokineticist (http://www.giantitp.com/forums/showthread.php?t=227304)
Iron Chef XXIX: Consecrated Harrier (http://www.giantitp.com/forums/showthread.php?t=229688)
Iron Chef XXX: Initiate of Pistis Sophia (http://www.giantitp.com/forums/showthread.php?t=233346)
Iron Chef XXXI: Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=236908)
Iron Chef XXXII: Temple Raider of Olidammara (http://www.giantitp.com/forums/showthread.php?t=239786)
Iron Chef XXXIII: Drow Judicator (http://www.giantitp.com/forums/showthread.php?t=243052)
Iron Chef XXXIV: Dragon Disciple (http://www.giantitp.com/forums/showthread.php?t=246072)
Iron Chef XXXV: Death Delver (http://www.giantitp.com/forums/showthread.php?t=249542)
Iron Chef XXXVI: Acolyte of the Skin (http://www.giantitp.com/forums/showthread.php?t=252923)
Iron Chef XXXVII: Justiciar (http://www.giantitp.com/forums/showthread.php?t=13865473)
Iron Chef XXXVIII: Hand of the Winged Master (http://www.giantitp.com/forums/showthread.php?t=255215)
Iron Chef XXXIX: Renegade Mastermaker (http://www.giantitp.com/forums/showthread.php?t=260333)
Iron Chef XL: Nightsong Infiltrator (http://www.giantitp.com/forums/showthread.php?t=263173)
Iron Chef XLI: Geomancer (http://www.giantitp.com/forums/showthread.php?t=266709)
Iron Chef XLII: Shadowblade (http://www.giantitp.com/forums/showthread.php?t=270196)
Iron Chef XLIII: Bladesinger (http://www.giantitp.com/forums/showthread.php?t=274122)
Iron Chef XLIV: Urban Soul (http://www.giantitp.com/forums/showthread.php?t=279116)
Iron Chef XLV: Talon of Tiamat (http://www.giantitp.com/forums/showthread.php?p=15216595)
Iron Chef XLVI: Cipher Adept (http://www.giantitp.com/forums/showthread.php?t=287314)
Iron Chef XLVII: Cold Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=291294)
Iron Chef XLVIII: Shadow Sun Ninja (http://www.giantitp.com/forums/showthread.php?t=297327)
Iron Chef XLIX: Thrall to Orcus (http://www.giantitp.com/forums/showthread.php?t=302487)
Iron Chef L: Corrupt Avenger (http://www.giantitp.com/forums/showthread.php?t=307823)
Iron Chef LI: Black Flame Zealot (http://www.giantitp.com/forums/showthread.php?t=312773)
Iron Chef LII: Anointed Knight (http://www.giantitp.com/forums/showthread.php?t=317934)
Iron Chef LIII: Zerth Cenobite (http://www.giantitp.com/forums/showthread.php?t=325164)
Iron Chef LIV: Osteomancer (http://www.giantitp.com/forums/showthread.php?t=330890)
Iron Chef LV: Mountebank (http://www.giantitp.com/forums/showthread.php?336373-Iron-Chef-Optimization-Challenge-in-the-Playground-LV)
Iron Chef LVI: Dwarven Defender (http://www.giantitp.com/forums/showthread.php?342807-Iron-Chef-Optimization-Challenge-in-the-Playground-LVI)
Iron Chef LVII: Darkrunner (http://www.giantitp.com/forums/showthread.php?349040-Iron-Chef-Optimization-Challenge-in-the-Playground-LVII)
Iron Chef LVIII: Spellsword (http://www.giantitp.com/forums/showthread.php?357412-Iron-Chef-Optimization-Challenge-in-the-Playground-LVIII)
Iron Chef LIX: Fleet Runner of Ehlonna (http://www.giantitp.com/forums/showthread.php?364667-Iron-Chef-Optimization-Challenge-in-the-Playground-LIX)
Iron Chef LX: Lasher (http://www.giantitp.com/forums/showthread.php?371835-Iron-Chef-Optimisation-Challenge-in-the-Playground-LX)
Iron Chef LX(II): Acolyte of the Ego (http://www.giantitp.com/forums/showthread.php?372145-Iron-Chef-Optimization-Challenge-in-the-Playground-LX)
Iron Chef LXII: Dungeon Lord (http://www.giantitp.com/forums/showthread.php?376810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXII)
Iron Cheff LXIII: Witchborn Binder (http://www.giantitp.com/forums/showthread.php?382632-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIII)
Iron Chef LXIV: Slime Lord (http://www.giantitp.com/forums/showthread.php?387166-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIV)
Iron Chef LXV: Thunder Guide (http://www.giantitp.com/forums/showthread.php?394981-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXV)
Iron Chef LXVI: Dwarven Chanter (http://www.giantitp.com/forums/showthread.php?400810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVI)
Irogn Chef LXVII: Gnome Giant Slayer (http://www.giantitp.com/forums/showthread.php?406613-Irogn-Chef-Optimisatiogn-Challegnge-ign-the-Playgrougnd-LXVII)
Iron Chef LXIX: Fang of Lolth (http://www.giantitp.com/forums/showthread.php?412530-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVIII)
Iron Chef LXIX: Shiba Protector (http://www.giantitp.com/forums/showthread.php?420165-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIX)
Iron Chef LXX: Order of the Bow Initiate (http://www.giantitp.com/forums/showthread.php?425634-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXX)
Iron Chef LXXI: Silver Key (http://www.giantitp.com/forums/showthread.php?431484-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXI)

Heliomance
2015-09-04, 03:04 AM
FAQ:
Q: What's this even about?
A: I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

Q: Is Dragon Compendium Allowed?
A: Yes (as well as its Errata), but individual issues of Dragon Magazine are not.

Q: What about 3.0 materials?
A: 3.0 materials, whether online or in printed form, are allowed unless they've been officially updated to a 3.5 edition.

Q: Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources?
A: The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party). Materials from Ravenloft, Planescape, Dark Sun, and Kingdoms of Kalamar are considered 3rd party for purposes of this contest, and are therefore not allowed.

Q: What about online sources in general?
A: If the online source is a) published by WotC, and b) not replaced by an updated version at a later time, it is eligible. Use it, link it.

Q: Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana? This will likely vary a bit from Chairman to Chairman. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; while I am Chairman, I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. In a similar vein, LA buyoff and fractional BAB are also disallowed. Bloodlines and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

Q: What, exactly, does the ban on Leadership mean?
A: As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort while Heliomance is chairman. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

Q: What's the minimum score in a category?
A: Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is mechanically illegal by the RAW, the judge may give the build a score of 0 in Elegance, and proceed to judge the entry as if the offending material was not included. Failing to meet a special requirement for a prestige class does not merit a 0, but may qualify for a penalty, at the judge's discretion. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

Q: Creatures and templates with no listed LA are playable, right?
A: No. No listed LA is equivalent to LA: -. It is not suitable for PCs. If you use it, expect judges to look extremely disfavourably on it.

Q: So what's the deal with equipment, anyway?
A: There is no official policy on how much equipment you should list. Historically, judges have frowned upon "item dependent" builds, but unfortunately the definition of that has been applied to mean anything from builds that don't function if you remove one very specific item, to builds that so much as mention a particular weapon. Builds that don't list gear should be assumed to buy useful generics - items to boost their primary stats, cloaks of resistance, appropriate magical weapons and armour, and so forth. If a build would find particular items useful, they should be listed, but experience suggests that the more generic you keep them, the more favourably judges are likely to look upon them, as a build being shut down because the Thundering Bagpipes of Urist McTrumpetbritches were unavailable is considered a weakness. Similarly, requiring items in order to be able to qualify for things tends to be frowned upon.

Sian
2015-09-04, 03:38 AM
Going to be interesting, already think i have a build idea

Sian
2015-09-04, 04:45 AM
Dish is ready for writing down, and i'm fairly certain that I have another good one up my sleeve afterwards

Thurbane
2015-09-04, 06:05 AM
Is that two campaign specific PrCs in a row, or did I miss one?

Kesnit
2015-09-04, 06:20 AM
I love this PrC. Judging.

dysprosium
2015-09-04, 07:00 AM
Really?

I always liked Spellfire Channeler. I think spellfire in general is a really neat concept.

However the mechanics are poorly worded in its appearance of one of the early Forgotten Realms splatbooks and was never properly transitioned into 3.5.

Because of that I predict this will be one of the most contested rounds ever.

That being said, I totally have an idea that I can make work. Demon Real Life I banish you!

Vaz
2015-09-04, 07:19 AM
Another poor Special Ingredient, but possibly salvageable. How many more of these are we going to have until we get to an interesting SI that isn't flat out useless?

I used to enjoy this competition, but this raft of terrible ingredients is ruining the competition for me. You don't see the Iron Chef/Masterchef guys being presented with cardboard and being told to make a meal out of it. The special ingredient is something unusual and not typically seen or used; often due to mainstream or better options.

But they still don't get terrible ingredients. And it feels as if the 'competition' is losing touch with how it used to ne. After all, we don't go from 20 odd submitted builds to 4 for no reason.

I propose a change this round that we get a shortlist of 3 potential SI's when it comes to changing, introduced 2 days before close of judging, where people can vote for the next class in thread. Those who judge have their vote worth twice, as an incentive for people who dislike the current round to still get involved positively and have some say in the direction of which this community hobby takes, rather than a one person pseudo-quasi dictatorship.

As an aside, this isn't an invitation for people who are happy with the class to tell me or others who feel this same way to like it or lump it; you know you are. Your attitude is neither welcome or friendly. There have been previous recent criticisms of the chairperson, however rightly or wrongly you believe they are or were, and considering this is a community thing, well I see no reason as to why the community can't decide, especially after it seems to work so well in the 'Build me a baddy' threads.

In regards to the class at hand;

Is this functioning as a 3rd ed Rod of Spell Absorbtion or a 3.5th, where you no longer have to ready an action?

Amphetryon
2015-09-04, 07:35 AM
What. . . fascinating. . . observations.

Time permitting, I'll compete.

Venger
2015-09-04, 08:00 AM
I like the into. Very Funny

This ingredient is a real culinary curveball. Down to cook


Is that two campaign specific PrCs in a row, or did I miss one?
You missed nothing. Last round was silver key from eberron


Another poor Special Ingredient, but possibly salvageable. How many more of these are we going to have until we get to an interesting SI that isn't flat out useless?

I used to enjoy this competition, but this raft of terrible ingredients is ruining the competition for me. You don't see the Iron Chef/Masterchef guys being presented with cardboard and being told to make a meal out of it. The special ingredient is something unusual and not typically seen or used; often due to mainstream or better options.

But they still don't get terrible ingredients. And it feels as if the 'competition' is losing touch with how it used to ne. After all, we don't go from 20 odd submitted builds to 4 for no reason.

I propose a change this round that we get a shortlist of 3 potential SI's when it comes to changing, introduced 2 days before close of judging, where people can vote for the next class in thread. Those who judge have their vote worth twice, as an incentive for people who dislike the current round to still get involved positively and have some say in the direction of which this community hobby takes, rather than a one person pseudo-quasi dictatorship.

As an aside, this isn't an invitation for people who are happy with the class to tell me or others who feel this same way to like it or lump it; you know you are. Your attitude is neither welcome or friendly. There have been previous recent criticisms of the chairperson, however rightly or wrongly you believe they are or were, and considering this is a community thing, well I see no reason as to why the community can't decide, especially after it seems to work so well in the 'Build me a baddy' threads.

In regards to the class at hand;

Is this functioning as a 3rd ed Rod of Spell Absorbtion or a 3.5th, where you no longer have to ready an action?
So you telling Heliomance how to run the contest is okay but someone telling you that if you don't like the game you don't have to play isn't?

You're confused over whose attitude is unwelcome and unfriendly

The only people who've been personally attacking the chair are you and samduke. In case you've forgotten no one else is on your side.

How to run iron chef has always been up to the chair because it's a volunteer positIon that takes a lot of work. If Heliomance wants to pick spellfire channeler then that's what we'll cook. If you don't like it you don't have to cook.

You've said some variatIon of this tirade almost every round for the last few times and it's getting old. Iron chef is not decided communally and is under no obligation to be run the way you want. If that's something you're interested in start your own contest with those rules like avatarvecna did.

Or since you seem to approve how he runs his villain contest why don't you go compete in that instead since you hate iron chef so much? I cooked in It last month And it was great. I highly recommend it.

Good question about readied actions I was gonna ask the same thing

dysprosium
2015-09-04, 08:18 AM
Confession time -- I wrote a build for myself that used Spellfire Channeler in it (but didn't use too much of it).

That build works on its own but if I was going to focus more on the Spellfire Channeler part of it I need to separate it into two different kinds of builds. The original idea kinda mashed the parts together.

Translation of my rambling: Basically now I have two builds to work on.

Does this mean I have to cast the Banish Demon Real Life spell twice? :smalleek:

Venger
2015-09-04, 08:22 AM
Confession time -- I wrote a build for myself that used Spellfire Channeler in it (but didn't use too much of it).

That build works on its own but if I was going to focus more on the Spellfire Channeler part of it I need to separate it into two different kinds of builds. The original idea kinda mashed the parts together.

Translation of my rambling: Basically now I have two builds to work on.

Does this mean I have to cast the Banish Demon Real Life spell twice? :smalleek:

Just use repeat spell.

I don't envy you. I'll barely be able to come up with one.

Vaz
2015-09-04, 09:11 AM
'attacked' is a strong word for criticism over someones choices in a competition that I participated in near religiously for over a year before taking time away from work. Since i've 'come back', there has been very little motivation for me to join as a result of the classes chosen. Hence I have asked for better ingredients, and now proposed an idea for how a community competition can be better run, to the extent that participation can double and get back to the levels it used be when the ingredients (and hence, entries) were of a better quality. I say that as a potential entrant, who gave up because therw just wasn't anything worthwhile doing with the class. The one cool mechanic I saw was the combination of rogue acfs and disablung weapons at range.

We are now being presented with a class whose ability is tied purely to their Con score, unsupported elsewhere in the game, with a flat non scaling DC. No Caster of BAB progression with D4 HD with a mechanic that relies somewhat on throwing away charges of useful materials like wands etc, in return for a Ray of damage, that is doing roughly 12d6 damage at ECL 20. (at a maximum range that won't come into effect in most games). The entirety of any UoSI will result in 'get charges, shoot spellfire, repeat until empty'. That ingredient is what matters.

In other words, I'm sorry to have struck a nerve. You are the most vocal opponent to this in optimizing good imgredients to and ingredients, and now I have come up with a potential solution to what I see as a problem of haemoraging contributors at some point.

In regards to 'on my side', you seem to be getting way to tribal. I have no problem with Heliomance as (what little I know of) a person or chairman, with the exception of choice of classes.

Considering that the choice of class is the reason behind getting into the competition, that choosing classes which aren't just hard, but downright impossible to optimize (to the extent that every class in the last one failed abysmally to make any real use of the SI). See above for a 12d6 Dc20 reflex save at ECL20 and how you can optimize that. I will be watching and trying.

I don't think we will be seeing a Gazebo Jones or Old Lob with ingredients like this, which is a shame. It is basically just pure damage, and being told to optimize it like you can optimize Acid splash, only without the support that spells get.

In regards to joining in with the other competition, I possible will do, pending that I lile the ingredient and can afford the time. The same applies here.

This offer of a solution has no downsides that I can foresee, with the exception that all 3 classes are simultaneously poor. In which case, I won't be complaining, because i'll have had 3 choices to choose from. If after 3 choices and a commumity vote, I still don't like the class, then I won't compete and depending on other constraints, maybe not judge. Meanwhile, people have a greater reason to judge if they don't like the class, and can make an attempt at influencing the next vote in a manner more akin to their tastes.

Your problem with that is... What? That it is a new way of doing things?

Venger
2015-09-04, 09:43 AM
Hence I have asked for better ingredients, and now proposed an idea for how a community competition can be better run, to the extent that participation can double and get back to the levels it used be when the ingredients (and hence, entries) were of a better quality. I say that as a potential entrant, who gave up because therw just wasn't anything worthwhile doing with the class. The one cool mechanic I saw was the combination of rogue acfs and disablung weapons at range.
Well that's a natural consequence of doing so many of these we're going to use up more of the good ones as time wears on




We are now being presented with a class whose ability is tied purely to their Con score, unsupported elsewhere in the game, with a flat non scaling DC. No Caster of BAB progression with D4 HD with a mechanic that relies somewhat on throwing away charges of useful materials like wands etc, in return for a Ray of damage, that is doing roughly 12d6 damage at ECL 20. (at a maximum range that won't come into effect in most games). The entirety of any UoSI will result in 'get charges, shoot spellfire, repeat until empty'. That ingredient is what matters.
Sorry you don't like the ingredient. No one's forcing you to cook with it


In other words, I'm sorry to have struck a nerve. You are the most vocal opponent to this in optimizing good imgredients to and ingredients, and now I have come up with a potential solution to what I see as a problem of haemoraging contributors at some point.
I accept your apology. Thanks.

I don't understand your next sentence that well I feel like there might be a word missing or something. I'm the most vocal opponent to ingredients? Could you please explain what you mean?


In regards to 'on my side', you seem to be getting way to tribal. I have no problem with Heliomance as (what little I know of) a person or chairman, with the exception of choice of classes.
What I mean by side is you are the only one who has a problem with the way the contest is run so it doesn't make sense to change it just for you.


I don't think we will be seeing a Gazebo Jones or Old Lob with ingredients like this, which is a shame. It is basically just pure damage, and being told to optimize it like you can optimize Acid splash, only without the support that spells get.
This is where I feel we're talking past one another.

Everything you are saying is factually true so of course I agree with it.

If the chair Follows through on her threat to give us shining blade I will probably not cook because I don't believe two plus one weapon properties are something I can really showcase.

What I won't do is complain that the way the si is chosen is flawed and we should do it in some way of my invention instead.

This contest is the chairs and they can pick whatever ingredients they want just as you or I can choose not to cook


in regards to joining in with the other competition, I possible will do, pending that I lile the ingredient and can afford the time. The same applies here.
Then I wish you the best of luck in whatever contest you choose to participate in. Avatarvecna is still taking requests for villains so go ahead and exercise your right to vote for the one you like.


This offer of a solution has no downsides that I can foresee, with the exception that all 3 classes are simultaneously poor. In which case, I won't be complaining, because i'll have had 3 choices to choose from. If after 3 choices and a commumity vote, I still don't like the class, then I won't compete and depending on other constraints, maybe not judge. Meanwhile, people have a greater reason to judge if they don't like the class, and can make an attempt at influencing the next vote in a manner more akin to their tastes.
The down side is that no one else wants this since we are satisfied with the way things are done.

More importantly Heliomance asks us for input about dishes all the time. We just got finished taking about sky guard (I think you participated?) And she listened to by not giving it to us next.

Us having a bunch of choices like you laid out in your post already has happened but you're still complaining. That's fine it just doesn't mean everything about the contest is going to change


Your problem with that is... What? That it is a new way of doing things?
My problem is that you think we're all obligated to cater to you when you're the only one who wants your proposed changes.

The Viscount
2015-09-04, 11:45 AM
Loving the intro. Not...loving the class. This will be a difficult one. I can't remember the last time I saw a class that punished you so harshly for using its own class features. Are we using the errata for this class, most notably that firing multiple spellfire blasts is a full-round action?

Kesnit
2015-09-04, 12:36 PM
'attacked' is a strong word for criticism over someones choices in a competition that I participated in near religiously for over a year before taking time away from work. Since i've 'come back', there has been very little motivation for me to join as a result of the classes chosen.

And..? I pop in an out of the competition, depending on the SI. If I like it, I judge. If I don't, I walk away from the thread until the next round is posted. It's that easy. No one is forcing you to participate every round.


Hence I have asked for better ingredients,

"Better" is subjective. As I said above, I like this SI. I always have, and actually wanted to make one for a game. (I couldn't because the DM bans all the Faerun books.) And as Venger said, we're running out of PrC's. This is round 72. There's only so many PrCs to choose from, especially when actually good classes are excluded.


I say that as a potential entrant, who gave up because therw just wasn't anything worthwhile doing with the class.

So you don't participate in this round. Read the thread. Read the entries. Judge if you want.


The one cool mechanic I saw was the combination of rogue acfs and disablung weapons at range.

So why not use that?


We are now being presented with a class whose ability is tied purely to their Con score, unsupported elsewhere in the game, with a flat non scaling DC. No Caster of BAB progression with D4 HD with a mechanic that relies somewhat on throwing away charges of useful materials like wands etc, in return for a Ray of damage, that is doing roughly 12d6 damage at ECL 20. (at a maximum range that won't come into effect in most games). The entirety of any UoSI will result in 'get charges, shoot spellfire, repeat until empty'. That ingredient is what matters.

This SI is, IMO, what IC should be - obscure, poorly supported, and does not benefit from book diving. Making ANYTHING of it requires creativity.


I don't think we will be seeing a Gazebo Jones or Old Lob with ingredients like this, which is a shame.

You assume as much, but have no idea what people will come up with.


It is basically just pure damage, and being told to optimize it like you can optimize Acid splash, only without the support that spells get.

Sounds like an awesome challenge to people who pride themselves on the ability to optimize.

Curmudgeon
2015-09-04, 12:40 PM
Are we using the errata for this class, most notably that firing multiple spellfire blasts is a full-round action?
Were you planning to dance a jig to taunt your enemies using your move action? I could see how that change would spoil your build. :smallamused:

KrimsonNekros
2015-09-04, 12:58 PM
I have an idea for this, maybe, conceivably, possibly?

Zaq
2015-09-04, 12:59 PM
Oh dear. This really seems like it's going to be a mess to judge. I can see it being somewhat entertaining in the context of a real game (not a high-powered real game by any stretch, of course, but still), but I can't see it fitting nicely into the Iron Chef paradigm, simply because of how everything is handled.

I'm a little disappointed. I was hoping that I'd get a chance to compete, since I've got a three-day weekend coming up, but I'm having a hard time thinking of anything that will actually be effective without making a whole lot of assumptions that judges really aren't going to like. (Okay, I do have one idea, but it's a pretty damn sketchy rules interpretation, and I'm not sure if it would actually even work.)

Am I correct in reading that the capstone damages you as well? It doesn't look like there's any way to avoid that, and it doesn't say you're immune to it.

Regarding the rule about readying actions to absorb spell levels, it seems clear to me that you still have to ready the action, even though 3.5 Rods of Absorption don't require readied actions. It doesn't say "like a Rod of Absorption, a spellfire user may ready an action to absorb magic." Look at the two parts to the sentence. What can you do? You can ready an action. What happens when you ready an action? You absorb magic like a Rod of Absorption. A real (modern) Rod of Absorption doesn't require the readied action, but it's only when you ready an action that you get to act like a Rod of Absorption. At least, that's how I interpret the RAW. (If that's not the case, of course, then that feat becomes a hell of a lot more powerful. You can't be easily buffed, but you can basically just ignore a lot of spells, no action required.)

I'll have to think about this one. I can't see an elegant way of using it in an abstract build that doesn't know anything about specific allies, specific resources, and specific challenges. I've been inspired with weirder ingredients before, I suppose, but right now I'm drawing a blank.

Heliomance
2015-09-04, 01:18 PM
Another poor Special Ingredient, but possibly salvageable. How many more of these are we going to have until we get to an interesting SI that isn't flat out useless?

I used to enjoy this competition, but this raft of terrible ingredients is ruining the competition for me. You don't see the Iron Chef/Masterchef guys being presented with cardboard and being told to make a meal out of it. The special ingredient is something unusual and not typically seen or used; often due to mainstream or better options.

I actually selected this one because I thought the abilities did look quirky and interesting. I've taken on board the feedback I've been getting, and changed choices around in response.


But they still don't get terrible ingredients. And it feels as if the 'competition' is losing touch with how it used to ne. After all, we don't go from 20 odd submitted builds to 4 for no reason.

Order of the Bow Initiate, two rounds ago, had 16 entries.


I propose a change this round that we get a shortlist of 3 potential SI's when it comes to changing, introduced 2 days before close of judging, where people can vote for the next class in thread. Those who judge have their vote worth twice, as an incentive for people who dislike the current round to still get involved positively and have some say in the direction of which this community hobby takes, rather than a one person pseudo-quasi dictatorship.

I wouldn't actually be entirely opposed to this idea. It would give away what I was planning for later rounds, though, which is sad...



I don't think we will be seeing a Gazebo Jones or Old Lob with ingredients like this, which is a shame. It is basically just pure damage, and being told to optimize it like you can optimize Acid splash, only without the support that spells get.

Old Lob came out of Stonelord. Stonelord is a godawful class that I chose when I was feeling evil, in the full expectation that nobody would be able to do anything with it. And yet, Old Lob is one of the best remembered and best loved Iron Chef entries ever.

I don't have time to address rules queries now, I'll get to that later.

samduke
2015-09-04, 01:19 PM
The only people who've been personally attacking the chair are you and samduke. In case you've forgotten no one else is on your side

I would choose better words, if I were you.

reported for flaming

Venger
2015-09-04, 01:35 PM
I actually selected this one because I thought the abilities did look quirky and interesting. I've taken on board the feedback I've been getting, and changed choices around in response.

Order of the Bow Initiate, two rounds ago, had 16 entries.

I wouldn't actually be entirely opposed to this idea. It would give away what I was planning for later rounds, though, which is sad...

Old Lob came out of Stonelord. Stonelord is a godawful class that I chose when I was feeling evil, in the full expectation that nobody would be able to do anything with it. And yet, Old Lob is one of the best remembered and best loved Iron Chef entries ever.

I don't have time to address rules queries now, I'll get to that later.
Personally I enjoy being surprised by reveals as well.

Great. It'd be nice if your capstone could be used without immolating yourself


I would choose better words, if I were you.

reported for flaming

So your response is to publicly threaten me? Ok.

KrimsonNekros
2015-09-04, 02:08 PM
O.o uh can we get back to the usual complaining about how awful the SI is and joking around about impossible builds etc?

Venger
2015-09-04, 02:39 PM
There is one obvious way in my mind to make use of the si. I am fearful to use it because I think everyone else will come to the same conclusion.

This class reminds me vaguely of forsaker in that it thinks the best thing you can do with magic items is something other than just use them like a normal person

Kesnit
2015-09-04, 03:14 PM
There is one obvious way in my mind to make use of the si. I am fearful to use it because I think everyone else will come to the same conclusion.

In just about every round, someone says "I had an idea for a build, but I didn't make it because I thought someone else would. Wish now I had."

bogsnes
2015-09-04, 03:39 PM
Just curious, the rapid blast ability of the SI:
If you make 2 attacks, will you have to split up the use of energy between the 2 attacks effectively making you do the same damage, except you now make 2 attack rolls and can target 2 creatures I suppose? That's the way it seemed to me when I read through it the first time at least which makes it seem fairly useless, though I might be misreading it.

Sian
2015-09-04, 03:50 PM
There is one obvious way in my mind to make use of the si. I am fearful to use it because I think everyone else will come to the same conclusion.

This class reminds me vaguely of forsaker in that it thinks the best thing you can do with magic items is something other than just use them like a normal person

only one obvious? ... i havn't had much time but i've already at three ideas and counting, two of them feeling rather obvious.

bogsnes
2015-09-04, 04:03 PM
Also, another question, can you absorb your own spells for charges if you target yourself?

daremetoidareyo
2015-09-04, 04:04 PM
In just about every round, someone says "I had an idea for a build, but I didn't make it because I thought someone else would. Wish now I had."

Yeah. I kept that in mind last round. Whoa and behold I basically made the same EXACT build save for a few feats, as another chef. Imagine if whomever cooked up Ina had found the support from city of stormreach...

Venger
2015-09-04, 04:06 PM
Just curious, the rapid blast ability of the SI:
If you make 2 attacks, will you have to split up the use of energy between the 2 attacks effectively making you do the same damage, except you now make 2 attack rolls and can target 2 creatures I suppose? That's the way it seemed to me when I read through it the first time at least which makes it seem fairly useless, though I might be misreading it.

heliomance said she'd address this and other weirdness stemming from the SI. there are a number of oddities.


only one obvious? ... i havn't had much time but i've already at three ideas and counting, two of them feeling rather obvious.

wow you've found two others? good for you, I wish you well.


Also, another question, can you absorb your own spells for charges if you target yourself?
you can, but good luck with that since the class doesn't advance spellcasting.

Bucky
2015-09-04, 04:08 PM
IMO, the main 'problem' to solve for this Secret Ingredient is that Increased Storage introduces a drawback for touching magic items, while a couple of other class features require touching magic items.

The same drawback applies to touching creatures, where another class feature requires touching a friendly creature.

I've never seen a prestige class so thoroughly dedicated to shooting itself in the foot.

(E) The involuntary blasts don't say they're directed at the channeler's foot, but they don't say otherwise either.

Venger
2015-09-04, 04:09 PM
IMO, the main 'problem' to solve for this Secret Ingredient is that Increased Storage introduces a drawback for touching magic items, while a couple of other class features require touching magic items.

it just keeps on giving, doesn't it?

requiring endurance is the pill that's bitterest for me to swallow this time around. it's going to put a real wound in my originality.

KrimsonNekros
2015-09-04, 04:14 PM
I just got an idea. An awful idea. I just got a wonderful awful idea!

daremetoidareyo
2015-09-04, 04:26 PM
Yeah. Ideas galore on this one. I never knew it existed until the reveal. I kinda wish we could talk about builds rather than be all secretive.

Venger
2015-09-04, 04:29 PM
Yeah. Ideas galore on this one. I never knew it existed until the reveal. I kinda wish we could talk about builds rather than be all secretive.

well, the no speculation rule's there for our protection. it prevents me from offhandedly saying I wanted to qualify for the SI by taking a 2 level dip in Eater of Sandwiches and then when you also use this I accuse you of plagiarism. once the 20th rolls around, everyone will talk about what they would've cooked if they'd entered. it's what we usually spend our time doing while we wait to be judged.

KrimsonNekros
2015-09-04, 04:42 PM
well, the no speculation rule's there for our protection. it prevents me from offhandedly saying I wanted to qualify for the SI by taking a 2 level dip in Eater of Sandwiches and then when you also use this I accuse you of plagiarism. once the 20th rolls around, everyone will talk about what they would've cooked if they'd entered. it's what we usually spend our time doing while we wait to be judged.

Blast it Venger! Why did you have to go and tell everyone? Now I've got to start over!

Heliomance
2015-09-04, 04:50 PM
I've never seen a prestige class so thoroughly dedicated to shooting itself in the foot.

"What is truth?"

*thunk*

"Argh!"

Bucky
2015-09-04, 04:50 PM
Ok, I now have some mild cheese to cook with... I still don't know how to deal with some bigger problems, though. Anyone want to cooperate on a dish?

Venger
2015-09-04, 04:50 PM
Blast it Venger! Why did you have to go and tell everyone? Now I've got to start over!

mfw (https://media.giphy.com/media/9zth6WzmmuYM0/giphy.gif)

It's all good. I'll PM you a link to my copy of "Sandwiches and Spreads."

bogsnes
2015-09-04, 05:10 PM
Is this functioning as a 3rd ed Rod of Spell Absorbtion or a 3.5th, where you no longer have to ready an action?

Would really like to know this too, because I have a possible idea where the ruling on this is really relevant.
EDIT: Just noticed the post about how rules queries will be answered later, so I guess I'll just wait until then before I continue thinking about the idea.

Venger
2015-09-04, 05:19 PM
"What is truth?"

*thunk*

"Argh!"
>implying ootbow can hit itself


Ok, I now have some mild cheese to cook with... I still don't know how to deal with some bigger problems, though. Anyone want to cooperate on a dish?

That's not allowed.


Would really like to know this too, because I have a possible idea where the ruling on this is really relevant.
EDIT: Just noticed the post about how rules queries will be answered later, so I guess I'll just wait until then before I continue thinking about the idea.

yeah, heliomance is on GMT, so her schedule's different from ours.

bogsnes
2015-09-04, 05:23 PM
Well, I'm operating on GMT+2 personally, so shouldn't be that big a difference, though I suppose not everyone is staying up late at night. Just me getting excited since I've never participated in one of these before.

Heliomance
2015-09-04, 05:25 PM
That's not allowed.


TBH, I don't actually see any reason why not. Just keep the collaboration to PMs, rather than discussing it in the thread.

Venger
2015-09-04, 05:29 PM
TBH, I don't actually see any reason why not. Just keep the collaboration to PMs, rather than discussing it in the thread.

Oh I... thought it'd come up before and been called out as being verboten. thanks for clearing that up.

dysprosium
2015-09-04, 07:20 PM
Eater of Sandwiches doesn't seem like a good fit for this SI.

Unless you plan on taking the Rye Bread Maker feat too. But then that falls into the obvious trap of the poppy seed bagel alternate class feature.

But then again everybody takes the poppy seed bagel alternate feature . . .

tgva8889
2015-09-04, 07:33 PM
Are there any resources on how the Spellfire actually works for those of us who don't have the Faerun books? I was mostly just curious so I could understand the builds when they show up, because I love seeing what people come up with for this contest.

Venger
2015-09-04, 07:38 PM
Are there any resources on how the Spellfire actually works for those of us who don't have the Faerun books? I was mostly just curious so I could understand the builds when they show up, because I love seeing what people come up with for this contest.

I don't think it's online anyplace. I can pm you the details on it if you like from my copy

KrimsonNekros
2015-09-04, 08:19 PM
Well I've got everything cooked up, now it's time for the bit that kills me every time lately. Getting it written up for presentation.

Venger
2015-09-04, 08:26 PM
Well I've got everything cooked up, now it's time for the bit that kills me every time lately. Getting it written up for presentation.

Wow that was fast. I hope we're not doing the same thing. Good luck. Qualifying is much more awkward than I'd initially considered.

WhamBamSam
2015-09-04, 09:16 PM
So I'm gone all day and stuff happens.

I do sort of agree with Vaz's general assessment that we've had too high a turd to non-turd ratio since Heliomance took back over as chair. It's about 1:1 by my reckoning, and that strikes me as just a bit too high. I don't even necessarily think we should stop doing the likes of OotBI or Silver Key entirely, but they shouldn't be as common as they've been. When we do get subjected to Shining Blade or Spinemeld Warrior it should serve to make us appreciate the likes of Thief of Life, Beast Heart Adept, Elocater, Rage Mage, etc. I think that's why we got 16 entries in OotBI and only 4 in Silver Key. They saw the travesty that was OotBI, and went to it with gusto. Then they saw Silver Key and found that they'd used up their entire supply of turd polish.

I wouldn't really mind switching over to the proposed voting system, but I do like the surprise reveals, and Heliomance does seem to be listening to we unwashed masses, so I'm willing to roll with it and see how things go as is for a while longer yet.

Another rules question for you Heliomance:

We're ruling that touching an item for the purpose of Draining it doesn't count as it touching you for the purpose of discharging your Spellfire charges right? Because it'd be sorta nice if the channeler were actually capable of using Increased Storage.

Venger
2015-09-04, 09:52 PM
So I'm gone all day and stuff happens.

I do sort of agree with Vaz's general assessment that we've had too high a turd to non-turd ratio since Heliomance took back over as chair. It's about 1:1 by my reckoning, and that strikes me as just a bit too high. I don't even necessarily think we should stop doing the likes of OotBI or Silver Key entirely, but they shouldn't be as common as they've been. When we do get subjected to Shining Blade or Spinemeld Warrior it should serve to make us appreciate the likes of Thief of Life, Beast Heart Adept, Elocater, Rage Mage, etc. I think that's why we got 16 entries in OotBI and only 4 in Silver Key. They saw the travesty that was OotBI, and went to it with gusto. Then they saw Silver Key and found that they'd used up their entire supply of turd polish.

I wouldn't really mind switching over to the proposed voting system, but I do like the surprise reveals, and Heliomance does seem to be listening to we unwashed masses, so I'm willing to roll with it and see how things go as is for a while longer yet.

Another rules question for you Heliomance:

We're ruling that touching an item for the purpose of Draining it doesn't count as it touching you for the purpose of discharging your Spellfire charges right? Because it'd be sorta nice if the channeler were actually capable of using Increased Storage.
Leaving the site was your first mistake

I'm sure it'll even out. I like ingredients like ootbow and silver key.

you seem... weirdly excited for shining blade. I know the day is coming. I hope we can weather it.

anyway, I just don't think every ingredient can appeal to all of us, especially after 70+ rounds.

we kinda are voting by talking about these classes, and response has been pretty good.

good question. I have no idea, but speaking of the class, has anyone else actually read the class description?


Most spellfire
channelers wish only to be left alone, although a rare few use
their spellfire to acquire power and influence for themselves.

Even your writeup can't let you pass without digging you in the ribs for how much you suck at life.

Bucky
2015-09-04, 09:53 PM
We're ruling that touching an item for the purpose of Draining it doesn't count as it touching you for the purpose of discharging your Spellfire charges right? Because it'd be sorta nice if the channeler were actually capable of using Increased Storage.

It's still possible to use Increased Storage, but you need to overcharge yourself using the Spellfire Wielder feat rather than a Drain ability.

Venger
2015-09-04, 09:59 PM
It's still possible to use Increased Storage, but you need to overcharge yourself using the Spellfire Wielder feat rather than a Drain ability.

right, that's his question, though. can you actually use drain charged item to juice up, or do you have to use the feat? this class is a fractal of awfulness. each feature is as bad as the whole thing. I like flight the most. you know how I could fly just as easily or better? with some of the charges from these items I'm using to power my class features.

Vaz
2015-09-04, 10:26 PM
By the time flying is available, Con should be around 26+ if going for item, wishes, and leveling boosts. That is what, 100minutes ish of flight?

WhamBamSam
2015-09-04, 10:36 PM
Leaving the site was your first mistakeRight? Seriously, screw this whole grad school thing.


I'm sure it'll even out. I like ingredients like ootbow and silver key.I do too, but all bad things in moderation. Similarly to getting a palate cleanser to get the taste of Dwarf out of our mouths before the eventual Great Rift Skyguard round, we sometimes need one for the taste of suck.


you seem... weirdly excited for shining blade. I know the day is coming. I hope we can weather it.I wouldn't say that. There are plenty of other things I'd rather see. I do have a few rough stubs tucked away in the old bomb shelter for that day of reckoning though. Spinemeld Warrior too.


anyway, I just don't think every ingredient can appeal to all of us, especially after 70+ rounds.

we kinda are voting by talking about these classes, and response has been pretty good.Probably true.

I just hope we do get some of the things I've been clamoring for forever at some point.


good question. I have no idea, but speaking of the class, has anyone else actually read the class description?

Even your writeup can't let you pass without digging you in the ribs for how much you suck at life.I remember seeing something similar for Cryokineticist way back when I was reading through the old rounds prior to when I actually started competing. Something about how most of them make a living as Air Conditioners.

EDIT:
By the time flying is available, Con should be around 26+ if going for item, wishes, and leveling boosts. That is what, 100minutes ish of flight?I was going to say something about how the Con boosting item was going to screw with your Spellfire reserves by touching you, but I guess so long as it doesn't lose contact and then make contact again you should be okay.

Bucky
2015-09-04, 10:46 PM
I've never seen a prestige class so thoroughly dedicated to shooting itself in the foot.


See the capstone, the AoE blast centered on the channeler? The channeler isn't exempted, so he ends up frying his foot again.

The defect rate for this class's features is now up to 50%.

Venger
2015-09-04, 10:47 PM
I do too, but all bad things in moderation. Similarly to getting a palate cleanser to get the taste of Dwarf out of our mouths before the eventual Great Rift Skyguard round, we sometimes need one for the taste of suck.
right, that's what I'm saying, though. heliomance asked us if we wanted that next, we said "no please god no" and we got something else instead.

my point isn't "having chef feedback is bad" it's more that "having chef feedback is already a thing that shapes the contest.


I just hope we do get some of the things I've been clamoring for forever at some point.
I got silver key in relative short order, so I'm sure one of your dream classes isn't far off on the horizon, especially since you've got like six of them.


I remember seeing something similar for Cryokineticist way back when I was reading through the old rounds prior to when I actually started competing. Something about how most of them make a living as Air Conditioners.

yeah that's one of my favorites. you know a class is bad when not even wotc can resist making fun of it:


Some [cryokineticists] bring their unique control of cold to warm or even hot environments, charging dearly for their cold generating powers.


EDIT:I was going to say something about how the Con boosting item was going to screw with your Spellfire reserves by touching you, but I guess so long as it doesn't lose contact and then make contact again you should be okay.
Just wrap it in clingfilm. then you'll be fine since it won't touch you


By the time flying is available, Con should be around 26+ if going for item, wishes, and leveling boosts. That is what, 100minutes ish of flight?

Even with us no longer having to compete naked, I feel like most judges would rake a chef across the coals for assuming we had all that stuff. even then, you can fly for an hour and a half. so what? by ecl12, you're already a level behind overland flight, which is essentially all day (not to mention cheaper alternatives) and if you use all your battery power to fly it's at the cost of everything else you can do.

Sagetim
2015-09-04, 11:00 PM
I'm down to cook for this. There was never any update for the Spellfire Wielder feat since it's introduction in magic of faerun in 3.0, was there? I don't think there was, but I'd like a double check on that...

oh, and apparently helio will be doing some kind of rules clarification later. Alrighty then. If it's not already, my suggestion would be for it to be edited into the first post so it's easy to find later *nod nod*

But I'm totally going to cook for this. Maybe twice. Perhaps three times

well, maybe not three times. Three times is not allowed.

Venger
2015-09-04, 11:05 PM
I'm down to cook for this. There was never any update for the Spellfire Wielder feat since it's introduction in magic of faerun in 3.0, was there? I don't think there was, but I'd like a double check on that...

oh, and apparently helio will be doing some kind of rules clarification later. Alrighty then. If it's not already, my suggestion would be for it to be edited into the first post so it's easy to find later *nod nod*

But I'm totally going to cook for this. Maybe twice. Perhaps three times

well, maybe not three times. Three times is not allowed.

correct. no update for spellfire wielder.

heliomance is ruling on a variety of odd things about the SI. I don't think there's any edition weirdness going on, just wilderness lore>survival.

two? good luck and godspeed. I can barely come up with enough for one. I can't believe krimsonnekros is done already

yeah whenever there's FAQs about an ingredient, that's what heliomance always does for ease of reference.

Zaq
2015-09-05, 02:08 AM
I came up with (technically, my roommate came up with) a really devious idea for this class. Though the fact that touching magic items triggers a spellfire discharge is actually really not cool and kind of shafts me. I guess thanks for pointing that out, though I'd really rather that we all just pretend that doesn't exist. Not sure if I'm going to be able to overcome that.

Ugh.

TheifofZ
2015-09-05, 02:19 AM
So the secret ingredient is a PrC that requires you to have high Con, high Cha, and shoots itself solidly in the foot, knee, and groin.
The issues that I see are:
1: It requires you to gimp your WBL and, potentially, your own EXP pool so that you can generate reliable sources of spellfire energy rather than hope an enemy throws a spell at you.
2: A D4 HD on a class that requires you to take damage, either from your enemies or yourself. It doesn't grant anything to help compensate.
3: It requires you to touch magic or magic items to gain charges, but if you have more charges than your Con score, you face drawbacks for attempting to absorb more.
4: The capstone ability does not exempt the user from the blast.

It's interesting... hmm. But with the general issues, I'm not feeling it.

Heliomance
2015-09-05, 07:20 AM
Okay, so:


All my books are in PDF format on my desktop.
The power in my house keeps flicking off on an intermittent but frequent basis.
When my desktop is forcibly powered off, it takes 10 minutes to start up again for some reason.



I'm not planning on turning my desktop on until the power here is a bit more stable (I'm using my laptop atm). Unfortunately, that means my ability to make rulings is somewhat curtailed for now, and rules clarifications will be further delayed. Sorry all.

Vaz
2015-09-05, 08:59 AM
Eh, mark me up for judgimg. I might get some quick and dirty thoughts for what i'm looking for

Namely i'm going to be looking for a reason as to why this class should be taken in place of one which uses magic items, such as with a theoretical forsaker, or a VoP character, mostly in power and uosi. I tend to judge as if it is something i'd see at a table i'm DMing, (with the exception of elegance; I try and take a tighter look at the rules, so convoluted tricks and entry shenanigans will get penalized here - as well as originality if the trick is quite well known).

Other points are available down to typical things, can you compete in more than onrearea of the game (combat, social, scouting), using all of the class features etc.

arclance
2015-09-05, 09:08 AM
I'm not planning on turning my desktop on until the power here is a bit more stable (I'm using my laptop atm). Unfortunately, that means my ability to make rulings is somewhat curtailed for now, and rules clarifications will be further delayed. Sorry all.
I found doing this to be really useful myself.
Put all your pdfs on a flash drive (8GB should be big enough for this and go for ~$5 here) so you can use them on your laptop.
It also makes them portable so you can take them with you if you go to play in a real world game.

Bucky
2015-09-05, 09:54 AM
So the secret ingredient is a PrC that requires you to have high Con, high Cha, and shoots itself solidly in the foot, knee, and groin.
The issues that I see are:
1: It requires you to gimp your WBL and, potentially, your own EXP pool so that you can generate reliable sources of spellfire energy rather than hope an enemy throws a spell at you.
2: A D4 HD on a class that requires you to take damage, either from your enemies or yourself. It doesn't grant anything to help compensate.
3: It requires you to touch magic or magic items to gain charges, but if you have more charges than your Con score, you face drawbacks for attempting to absorb more.
4: The capstone ability does not exempt the user from the blast.

It's interesting... hmm. But with the general issues, I'm not feeling it.

Don't forget that being too overcharged causes damaging blasts when touching creatures, and one of the class features is touching creatures to heal them.

Sian
2015-09-05, 10:04 AM
Vaz, there is nothing in the class that says you HAVE to drain items, only that you have the option to drain items

WhamBamSam
2015-09-05, 10:31 AM
I've got a build stubbed out. A few things could conceivably need tweaking depending on chair rulings, but on the whole I'm pretty happy with it.

EDIT: Anyone know what a "flarespell" is or where rules for it might be? I'm not finding anything at a glance through Magic of Faerun.

ranagrande
2015-09-05, 12:39 PM
I've got a build stubbed out. A few things could conceivably need tweaking depending on chair rulings, but on the whole I'm pretty happy with it.

EDIT: Anyone know what a "flarespell" is or where rules for it might be? I'm not finding anything at a glance through Magic of Faerun.

Flare is a cantrip in the PHB/SRD.

WhamBamSam
2015-09-05, 12:59 PM
Flare is a cantrip in the PHB/SRD.Oh, so we think it's a typo and was meant to be "flare spell" and not "flarespell" then? I guess that makes the most sense if "flarespell" isn't defined anywhere. Oh WotC...

Venger
2015-09-05, 01:03 PM
I've got a build stubbed out. A few things could conceivably need tweaking depending on chair rulings, but on the whole I'm pretty happy with it.

EDIT: Anyone know what a "flarespell" is or where rules for it might be? I'm not finding anything at a glance through Magic of Faerun.


Flare is a cantrip in the PHB/SRD.


Oh, so we think it's a typo and was meant to be "flare spell" and not "flarespell" then? I guess that makes the most sense if "flarespell" isn't defined anywhere. Oh WotC...

My copy does have it as two words with "flare" italicized, like when a spell is referred to by name, so ranagrande is correct.

Vaz
2015-09-05, 01:18 PM
Vaz, there is nothing in the class that says you HAVE to drain items, only that you have the option to drain items

In which case you tank in UoSI, as it is one of the reasons supposedly for taking the class.

WhamBamSam
2015-09-05, 02:02 PM
My copy does have it as two words with "flare" italicized, like when a spell is referred to by name, so ranagrande is correct.That's what I get for relying on [redacted] for its convenience and ease of reference. I've checked the book, you're right.

Build table is done but for skill points, though there's still one choice I'm sort of on the fence about and another that depends on the ruling on the Drain Item/Improved Storage interaction.

Kesnit
2015-09-05, 03:22 PM
In which case you tank in UoSI, as it is one of the reasons supposedly for taking the class.

I think you are misreading the statement. It isn't "nothing says you will never drain items." It's "nothing says you have to drain any magical item you touch." So you can drain a wand, but leave the Amulet of Health alone.

Curmudgeon
2015-09-05, 04:06 PM
There's an important difference between how "touch" works in D&D 3.5 vs. real life: D&D touch is active, not passive. If a touches b, b isn't touching a as far as the rules are concerned. If you're using a touch attack spell you're only considered to be touching the target if you succeed on your attack roll, regardless of how long you've got your body in contact with that target.

That doesn't, by itself, clear up the Increased Storage issue, because "magic item that touches the channeler" isn't a thing in D&D 3.5. This is one of those cases where "minor adjustments" are required for 3.0 content to be used in a 3.5 setting. Our chairwoman may make those adjustments for Spellfire Channeler.

The Viscount
2015-09-05, 05:14 PM
Were you planning to dance a jig to taunt your enemies using your move action? I could see how that change would spoil your build. :smallamused:

There's a lot I can do with a move action, especially depending on what direction I go in.

TheifofZ
2015-09-05, 09:58 PM
Vaz, there is nothing in the class that says you HAVE to drain items, only that you have the option to drain items
However, the way the class abilities function, they all require you (that is HAVE to) have charges of Spellfire.
Except for the ones that grant you a higher number of potential charges you can contain.
Unfortunately, the only way to gain charges of spellfire is either:
Either you ready an action that allows you to absorb an incoming spell, as per Rod of Absorption, and add charges based on spell level absorbed, -or-
Drain items.
Now, unless your DM is really interested in seeing this class function, you aren't likely to see enough spells thrown at you to make in-combat absorption a viable option except as a few spare charges here and there. However, because of how many charges you need to throw around regularly to make the PrC viable in the first place, you are either required to sit on the sidelines with your thumb up your bum until you spot a mage, or tap the party wealth for magic items to drain.

So while the in class abilities don't say you HAVE to drain items, the abilities available to an average encounter say you do.
Honestly, the only time I wouldn't bother draining half a wand in one go for charges is if I knew for sure that the BBEG was in the next room, and that he really, REALLY, likes pyrotechnics.

But that's not getting into whether or not accidentally bumping into something triggers touch effects.

WhamBamSam
2015-09-05, 11:42 PM
Crap, crap, crap. I misinterpreted the Improved Storage clause about the maximum amount of Spellfire energy you can expend. It's per round, not per blast, so basically the only way that you can ever use up 5 times storage before getting a chance to recharge is if you have to face multiple encounters in relatively quick succession (no encounter's realistically going to last 5 rounds). It also makes Rapid Blast substantially less useful, because you need to divide the turn's [Con score]d6 between your rays. I had been really fond of my build, but I'm not sure it's worth it now. Might have to go back to the drawing board or at least make some serious revisions.

KrimsonNekros
2015-09-06, 12:34 AM
Crap, crap, crap. I misinterpreted the Improved Storage clause about the maximum amount of Spellfire energy you can expend. It's per round, not per blast, so basically the only way that you can ever use up 5 times storage before getting a chance to recharge is if you have to face multiple encounters in relatively quick succession (no encounter's realistically going to last 5 rounds). It also makes Rapid Blast substantially less useful, because you need to divide the turn's [Con score]d6 between your rays. I had been really fond of my build, but I'm not sure it's worth it now. Might have to go back to the drawing board or at least make some serious revisions.

That's voluntary uses though. IIRC, you can choose to fail saves which will let you expel more energy in a round.

Curmudgeon
2015-09-06, 12:48 AM
That's voluntary uses though. IIRC, you can choose to fail saves which will let you expel more energy in a round.

Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic (for example, an elf’s resistance to sleep effects) can suppress this quality.
That's from page 177 of Player's Handbook and also here in the SRD (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#voluntarilyGivingupaSavingTh row). Increased Storage isn't a spell. Rules Compendium made a change whereby you could voluntarily forgo [note correct spelling] any save, but that change (and every other change in Rules Compendium) was reversed by the later release of Premium Player's Handbook.

Troacctid
2015-09-06, 01:02 AM
That's from page 177 of Player's Handbook and also here in the SRD (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#voluntarilyGivingupaSavingTh row). Increased Storage isn't a spell. Rules Compendium made a change whereby you could voluntarily forgo [note correct spelling] any save, but that change (and every other change in Rules Compendium) was reversed by the later release of Premium Player's Handbook.

Was it, though? The later printing would only override RC if they disagreed. I don't have the Premium PHB, but it doesn't sound like they contradict each other here.

KrimsonNekros
2015-09-06, 01:47 AM
Poor Heliomance is going to have her hands full of FAQs for this one.

Heliomance
2015-09-06, 02:31 AM
Okay, for sanity's sake, I'm going to officially say (and add to the FAQ when I get a chance) that the Rules Compendium counts as the primary source for everything that it covers.

Thurbane
2015-09-06, 02:59 AM
You missed nothing. Last round was silver key from eberron

Can we round it out with a Greyhawk specific PrC (if such a thing exists in 3.X; closest I can think of is Suel Arcanamach, and I don't think it would be suitable as a special ingredient, since it's pretty decent).

Sian
2015-09-06, 03:09 AM
Can we round it out with a Greyhawk specific PrC (if such a thing exists in 3.X; closest I can think of is Suel Arcanamach, and I don't think it would be suitable as a special ingredient, since it's pretty decent).

any class that explicitly ask for a greyhawk deity.

Shadowspy (CC) prehaps? the prerequsites includes that you have divine casting, and are a Cleric or Paladin of Pelor. And its half casting so its just up Iron Chefs alley.

Curmudgeon
2015-09-06, 04:09 AM
Okay, for sanity's sake, I'm going to officially say (and add to the FAQ when I get a chance) that the Rules Compendium counts as the primary source for everything that it covers.
Wow. That's opening up a huge can of worms, because Rules Compendium added or changed hundreds of rules. Just as an example:

Bonuses of different types always stack. Bonuses that have identical types don’t stack, except for dodge bonuses and some circumstance bonuses.


With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below).
So racial bonuses no longer stack, and thus an Elf with the Draconic template gets cheated out of their Spot bonuses.

Heliomance
2015-09-06, 05:30 AM
Wow. That's opening up a huge can of worms, because Rules Compendium added or changed hundreds of rules. Just as an example:


So racial bonuses no longer stack, and thus an Elf with the Draconic template gets cheated out of their Spot bonuses.

The thing is, if the Rules Compendium doesn't count as the primary source for the variousrules it covers, then it is literally a pointless book. The intent was clearly for the rules it sets forward to be binding, otherwise why print it? The fact that they printed a new, unchanged edition of the PHB after that is easily attributable to laziness - updating the PHB to include the new rules would be a far larger and more expensive job than simply reprinting it.

Curmudgeon
2015-09-06, 05:50 AM
The fact that they printed a new, unchanged edition of the PHB after that is easily attributable to laziness - updating the PHB to include the new rules would be a far larger and more expensive job than simply reprinting it.
Well, I know that's not the case. I don't own the Premium PH, but I did note and write down one change that's not in the original PH + errata.
Benefit: When using the attack action with a melee weapon, you can split your move action in that round in order to move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. The bolded addition is a useful clarification.

WhamBamSam
2015-09-06, 09:27 AM
Even if you can willingly give up the save for Improved Storage the situation is still pretty bad, because the ability says this...


The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action.Emphasis mine. That would seem to imply that the maximum-strength blast (which I take to mean a blast of [Con score] points of Spellfire energy, since that's the usual maximum, and therefore the only way "maximum-strength" makes any sense, even though it's involuntary and therefore might not really have a maximum) eats a standard action.

My heart had almost softened a bit for this stupid class, but then it just keeps finding new ways to suck. Well, I've still got some time to mull it over.

Vaz
2015-09-06, 01:54 PM
I think you are misreading the statement. It isn't "nothing says you will never drain items." It's "nothing says you have to drain any magical item you touch." So you can drain a wand, but leave the Amulet of Health alone.

This is why I don't like posting 'judging guidelines'.

You are not building to please me, you are building for your own pleasure. Build for your own pleasure, see where it ends up on what I deem as worth.

Unless I've made an error in how rules interpretations works, or miss something obvious, I don't see why there should be a dispute or criticism of the criteria.

Thanks for your concern, but how I've written it is what I'm looking for.

Venger
2015-09-06, 04:38 PM
This is why I don't like posting 'judging guidelines'.

You are not building to please me, you are building for your own pleasure. Build for your own pleasure, see where it ends up on what I deem as worth.

Unless I've made an error in how rules interpretations works, or miss something obvious, I don't see why there should be a dispute or criticism of the criteria.

Thanks for your concern, but how I've written it is what I'm looking for.

judging criteria are important for precisely that reason. if a judge has some quirk, it lets chefs work around it. for example, some judges ignore multiclass xp like most people do in the wild. if a judge penalizes a dish for it, it's helpful for them to make chefs aware of that in advance. it prevents complaints down the line as opposed to deducting for something you never said bothered you out of the blue.

Kesnit
2015-09-06, 10:52 PM
This is why I don't like posting 'judging guidelines'.

You are not building to please me, you are building for your own pleasure. Build for your own pleasure, see where it ends up on what I deem as worth.

Unless I've made an error in how rules interpretations works, or miss something obvious, I don't see why there should be a dispute or criticism of the criteria.

Thanks for your concern, but how I've written it is what I'm looking for.

I didn't read your comment as a judging criteria. I thought it was just your take on the class.

Vaz
2015-09-07, 01:28 AM
Venger, judging criteria are completely unimportant.

Heliomance
2015-09-07, 01:46 AM
Word of Chair: Judging criteria are entirely optional. It is completely the choice of any given judge, potential or actual, as to whether they wish to post them, and it is completely the choice of any given contestant as to whether they wish to follow any posted criteria.

The Viscount
2015-09-07, 01:47 PM
So to summarize we need rulings on


How absorbing a spell works now (like 3.0 rod of absorption or like 3.5 rod of absorption)
Whether you are damaged by your own maelstrom of fire
Whether rapid blast is a full round (as per the errata)
Whether you need a touch attack and level check to drain permanent items (as per the errata)



Did I miss anything?

Unrelated, what on earth is happening in the image for the class? Why is the spellfire channeler wearing a had with attached mask? Who are these cloaked ethergaunt-esque figures attacking? Is the red twisted hand thing a holy symbol or a weapon? For that matter, what is the spellfire channeler holding in his right hand? What is he doing to the figure reeling backwards? It looks like a mighty backhand, but the arcs of energy are coming from...whatever he's holding.

WhamBamSam
2015-09-07, 04:13 PM
So to summarize we need rulings on


How absorbing a spell works now (like 3.0 rod of absorption or like 3.5 rod of absorption)
Whether you are damaged by your own maelstrom of fire
Whether rapid blast is a full round (as per the errata)
Whether you need a touch attack and level check to drain permanent items (as per the errata)



Did I miss anything?

Unrelated, what on earth is happening in the image for the class? Why is the spellfire channeler wearing a had with attached mask? Who are these cloaked ethergaunt-esque figures attacking? Is the red twisted hand thing a holy symbol or a weapon? For that matter, what is the spellfire channeler holding in his right hand? What is he doing to the figure reeling backwards? It looks like a mighty backhand, but the arcs of energy are coming from...whatever he's holding.You missed the one about whether or not touching a magic item to drain it counts as it touching you and causes you to release spellfire charges, unless we're counting that as resolved from Curmudgeon's post saying that A touching B does not imply that B is touching A by the D&D 3.5 definition of touch.

I assume we're going by the errata, but as you're probably not going to be draining items in combat it barely matters for Drain Permanent Item, as you can just keep retrying the level check unless the CL of the item you want to drain is somewhere between 26 and 31 (depending on your class level). Unless of course you need to keep making new touch attacks which cause more spellfire to be released.

I think the figure reeling backwards is supposed to be getting healed with spellfire. Beyond that, no idea.

Well, I think I've wrangled this mess of a class into something workable. It's not as elegant as my first idea, but I think I like it better.

Curmudgeon
2015-09-07, 04:32 PM
The thing is, if the Rules Compendium doesn't count as the primary source for the variousrules it covers, then it is literally a pointless book.
I don't know why you would think that. The point of the book was to consolidate existing rules from multiple sources in one convenient package; that's all the WotC advertisements, or the interviews with the authors, ever said it would be. It's only inside RC itself that they declared a new purpose of revising the rules without using the errata mechanism.

Amphetryon
2015-09-07, 04:37 PM
I don't know why you would think that. The point of the book was to consolidate existing rules from multiple sources in one convenient package; that's all the WotC advertisements, or the interviews with the authors, ever said it would be. It's only inside RC itself that they declared a new purpose of revising the rules without using the errata mechanism.

Could you give some examples of rules that are in RC, where RC is considered the primary source? I ask because 'primary source' is the usual default for 'most correct' answer to RAW questions; if there's some other criteria by which RC's specific printing is considered 'most correct' in comparison to an otherwise primary source, I'd be interested in examples of those rules.

Troacctid
2015-09-07, 05:21 PM
It's not that RC is a primary source so much as there are rules in it that aren't contradicted anywhere else. Primary source rules only apply in the case of a contradiction.

Amphetryon
2015-09-07, 05:29 PM
It's not that RC is a primary source so much as there are rules in it that aren't contradicted anywhere else. Primary source rules only apply in the case of a contradiction.

Are you saying it's not the primary source for any rules? "Rules in it that aren't contradicted anywhere else" is all but irrelevant unless those rules are also not included elsewhere, since one could simply go to the other source.

WhamBamSam
2015-09-07, 05:35 PM
Are you saying it's not the primary source for any rules? "Rules in it that aren't contradicted anywhere else" is all but irrelevant unless those rules are also not included elsewhere, since one could simply go to the other source.In the current instance we're talking about willingly forgoing a saving throw for a non-spell effect (Improved Storage 5). Troacctid's argument is that the Rules Compendium says you can, whereas the PHB doesn't say you can't (even though the PHB only explicitly allows it in the case of spells). If they were actually in conflict, there would be an argument that the PHB was the primary source, but the RC isn't actually contradicted in this case.

Troacctid
2015-09-07, 05:49 PM
Right. If the Premium PHB said you could only forgo a saving throw against spells, but not other abilities, then that would be a rules conflict, and the more recent book (the Premium PHB) would take precedence. But both rules in this case are permissive, not restrictive, so there's no conflict.

There are of course many cases where RC is the "most correct" source, as it is explicitly authoritative in the case of a disagreement with any book that preceded it.

Curmudgeon
2015-09-07, 06:52 PM
In the current instance we're talking about willingly forgoing a saving throw for a non-spell effect (Improved Storage 5). Troacctid's argument is that the Rules Compendium says you can, whereas the PHB doesn't say you can't (even though the PHB only explicitly allows it in the case of spells). If they were actually in conflict, there would be an argument that the PHB was the primary source, but the RC isn't actually contradicted in this case.
There is an actual conflict, because the Player's Handbook says you follow this procedure:
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:

Base save bonus + ability modifier
You get a saving throw to avoid or reduce the effect. You don't optionally get a saving throw; you get a saving throw — except for spells, where there's a rule giving you an option to forgo the save. Rules Compendium conflicts with Player's Handbook here because it says there's always an option to not follow the saving throw rule.


Errata Rule: Primary Sources

When you find a disagreement between two D&D® rules sources, unless an official errata file says otherwise, the primary source is correct. One example of a primary/secondary source is text taking precedence over a table entry. An individual spell description takes precedence when the short description in the beginning of the spells chapter disagrees.

Another example of primary vs. secondary sources involves book and topic precedence. The Player's Handbook, for example, gives all the rules for playing the game, for playing PC races, and for using base class descriptions. If you find something on one of those topics from the Dungeon Master's Guide or the Monster Manual that disagrees with the Player's Handbook, you should assume the Player's Handbook is the primary source. The Dungeon Master's Guide is the primary source for topics such as magic item descriptions, special material construction rules, and so on. The Monster Manual is the primary source for monster descriptions, templates, and supernatural, extraordinary, and spell-like abilities.
Nowhere but in Rules Compendium itself is there anything saying it gets to ignore the other official D&D rules. And, of course, the Primary Sources Errata Rule denies it any authority over the 3 core books.

Troacctid
2015-09-07, 07:10 PM
The text you quoted from the Player's Handbook is also in the Rules Compendium (page 112). I hardly think it can be considered a disagreement when both books contain the same rule. (I mean, it's not verbatim, but for our purposes there aren't any relevant differences.)

Curmudgeon
2015-09-07, 07:17 PM
The text you quoted from the Player's Handbook is also in the Rules Compendium (page 112). I hardly think it can be considered a disagreement when both books contain the same rule.
It's a disagreement when one adds an extra rule allowing an exception and the other doesn't.

Troacctid
2015-09-07, 07:27 PM
If the extra rule is an exception, then book primacy is moot, because exceptions always take precedence over general rules.

Curmudgeon
2015-09-07, 07:36 PM
If the extra rule is an exception, then book primacy is moot, because exceptions always take precedence over general rules.
No, that's incorrect.
An exception is a particular kind of specific rule that contradicts or breaks another rule (general or specific). Player's Handbook has an exception about making saving throws, but it's limited to saving throws for spells. Rules Compendium has an exception about making saving throws, but without that limitation. These two exceptions are in disagreement.

Amechra
2015-09-07, 10:03 PM
Check your quote from the PHB. Notice how the first word in that quote is generally?

It's a permissive rule that states the default procedure. It does not state anything to allow or disallow you from opting to fail a save. The Rules Compendium allows you to opt to fail a save. Since the PHB doesn't say anything about opting to fail saves in any situation except for spells, there is no contradiction.

To restate: If there is a general law in effect that people with red hair are not required to pay taxes, with a note later on in that same body of law that people with red hair and purple eyes can opt to pay taxes anyway, would a later statement that people with red hair can opt to pay taxes contradict this earlier, general law?

Now, if people are arguing that you can opt not to make the save in the first place... that is in contradiction with the PHB. While you can opt to fail a saving throw, you can't opt to not make one in the first place.



I have had two ideas. The second one might actually get a pass with a higher elegance than -3!

Curmudgeon
2015-09-07, 10:19 PM
Check your quote from the PHB. Notice how the first word in that quote is generally?
That's about whether the rules stipulate a save (because some magical effects don't). It doesn't say anything about whether a player has an option to skip the save.

Amechra
2015-09-07, 10:42 PM
They don't; the option you are given is whether or not you opt to fail the save. You are never given the option to not make the save in the first place.

Unless, of course, I've been misreading things.

---

In other words, Curmudgeon is right, but I think that there has been some miscommunication.

Curmudgeon
2015-09-08, 12:59 AM
In other words, Curmudgeon is right, but I think that there has been some miscommunication.
I'd agree about the miscommunication, and I apologize if I seemed to be contentious. I've seen way too many of these discussions get sidetracked by emphasizing a single ambiguous phrase (or even a single word) in the rules, and I was trying to head off that possibility — probably more abruptly than was warranted.

Zaq
2015-09-08, 12:35 PM
Yeah, I knew the judging for this round was going to get ugly. We've got over a week left to cook, and we're already squabbling.

Anyway, I've got the build table finished (though I may need to change a couple of the skills). I just need to write up the strategy and solidify the fluff. This character ended up going in several directions that I didn't anticipate, but it was fun to watch it evolve in front of me. Not sure exactly when I'm going to get the write-up finished and submitted, but I think it's safe to say I'll be entering this round.

Of course, as I was finishing the table last night, I came up with a clever way of using [REDACTED], which of course is 100% incompatible with the character I'm actually building. It's just one trick, but it's a pretty good one. I may be forced to make my first-ever second entry* if I can think of a way to expend the character beyond that one trick. I'm not super likely to do that, but I guess the possibility is open. I think I'll probably just hold out hope that no one else comes up with the same trick, so I can post it after the reveal. We shall see.

Overall, though, I'm having more fun than I expected with this ingredient. Its abilities are all at odds with each other, so it's really not a well-designed class at all, but at least it does have unique tricks, unlike Silver Key or Order of the Bow Initiate. I do anticipate the judging getting a bit ugly, so I hope that I'll be able to avoid taking things personally if the judges don't like my interpretations of certain abilities, but I'm still having more fun cooking than I would have expected at first glance.

*Technically, I submitted two entries to the third round of the Iron Chef E6 Appetizer Edition, but I've never submitted more than one entry to the original Iron Chef Optimisation Challenge. That round didn't even get judged, so whatever.

Sian
2015-09-08, 12:47 PM
Still waiting on the rulings before i go further than i'm at already in my cooking. the result of some of the listed rulings needed, might seriously destory (or make) the worthiness of my build

Deadline
2015-09-08, 04:13 PM
Was a ruling made on whether or not a worn or held magic item triggered the involuntary effects when you've got more spellfire energy levels than your Con score?

Venger
2015-09-08, 06:05 PM
Was a ruling made on whether or not a worn or held magic item triggered the involuntary effects when you've got more spellfire energy levels than your Con score?

no rulings on the class's ambiguities as of yet. heliomance's book collection is inaccessible.


Still waiting on the rulings before i go further than i'm at already in my cooking. the result of some of the listed rulings needed, might seriously destory (or make) the worthiness of my build

yeah, me too. these rulings are gonna change a lot about how this si works (or doesn't work)

Amphetryon
2015-09-08, 07:09 PM
For those who believe a judge's guidelines don't matter (I'm not talking about whether they post them or not), how should a judge score, without guidelines? What is the significance of those scores, and on what basis would such scores merit disputes?

Deadline
2015-09-08, 07:15 PM
For those who believe a judge's guidelines don't matter (I'm not talking about whether they post them or not), how should a judge score, without guidelines?

Given that any given judges guidelines are made up anyway, I'd assume just like they do now? I may not fully understand the question being asked here.


What is the significance of those scores

The same significance we place on all the scores in this silly little internet contest? Again, I may be misunderstanding your question.


, and on what basis would such scores merit disputes?

Problems on the judges part, i.e. factual mistakes, reading comprehension fails, consistency issues, and math errors? Isn't that how scores merit disputes now?

Amphetryon
2015-09-08, 07:25 PM
Problems on the judges part, i.e. factual mistakes, reading comprehension fails, consistency issues, and math errors? Isn't that how scores merit disputes now?
Because those are all parts of a judging criteria. If judging criteria are completely unimportant, then none of those things factor in, because they're part of the criteria.

Deadline
2015-09-08, 07:52 PM
Because those are all parts of a judging criteria. If judging criteria are completely unimportant, then none of those things factor in, because they're part of the criteria.

I'm now certain that I'm missing something. If I misread an entries table and decide to mark it down because it qualify for X, and the chef disputes pointing out where I missed seeing the qualifications for X in the entry, how does that have any real bearing on my criteria? Likewise if I add skill points up wrong, mark dish A down twice as much as dish B for the same thing, or erroneously claim that Z requires Craft(Basketweaving) when it doesn't?

Are you referring to the judging guidelines in the Chair's post, or to the individual criteria that some judges post to give chefs an idea of how the judge will be looking at dishes?

Amphetryon
2015-09-08, 09:05 PM
I'm now certain that I'm missing something. If I misread an entries table and decide to mark it down because it qualify for X, and the chef disputes pointing out where I missed seeing the qualifications for X in the entry, how does that have any real bearing on my criteria? Likewise if I add skill points up wrong, mark dish A down twice as much as dish B for the same thing, or erroneously claim that Z requires Craft(Basketweaving) when it doesn't?

Are you referring to the judging guidelines in the Chair's post, or to the individual criteria that some judges post to give chefs an idea of how the judge will be looking at dishes?

If a judge's criteria are entirely irrelevant, then any explanation of the scores is both superfluous and irrelevant, since the rationale by which a judge arrived at a particular score does not matter. No explanation of scores is necessary, so there would be no basis for dispute other than a person feeling slighted by the score obtained.

WhamBamSam
2015-09-08, 09:20 PM
If a judge's criteria are entirely irrelevant, then any explanation of the scores is both superfluous and irrelevant, since the rationale by which a judge arrived at a particular score does not matter. No explanation of scores is necessary, so there would be no basis for dispute other than a person feeling slighted by the score obtained.I'm pretty sure Vaz was saying that judging criteria should be completely irrelevant to how you build, because you should be cooking to please yourself and not the judge.

Of course we want there to be some sort of consistency, so on some level, yes, a good judging can be said to have some manner of "criteria" whether they're posted or not if you really want to split hairs about it. No one was suggesting anything to the contrary as far as I can tell.

Curmudgeon
2015-09-08, 09:53 PM
I'm pretty sure Vaz was saying that judging criteria should be completely irrelevant to how you build, because you should be cooking to please yourself and not the judge.
We all know that judging criteria are relevant, and chefs cook to take those into account. The long-standing paranoia about being penalized for mentioning equipment is a case in point. Penalizing for "dips" is another competition bugaboo. In non-contest builds I'll frequently use flaws, simply because there are a lot of feats that can only be taken at level 1 and I don't want to miss out on combos that require multiple such feats.

WhamBamSam
2015-09-08, 11:34 PM
We all know that judging criteria are relevant, and chefs cook to take those into account. The long-standing paranoia about being penalized for mentioning equipment is a case in point. Penalizing for "dips" is another competition bugaboo. In non-contest builds I'll frequently use flaws, simply because there are a lot of feats that can only be taken at level 1 and I don't want to miss out on combos that require multiple such feats.Obviously we all like winning and do things a bit differently in Iron Chef than we would otherwise, and maybe my exact wording was poor (always a danger in a D&D crowd), but the basic sentiment behind the statement that we're all arguing over seems to be that you should always build to please yourself over any specific judge. However much we might agree or disagree with that philosophy, it doesn't seem like such a offensive notion.

Of course, there might be a choice which the chef is more or less neutral on, in which case you've no reason not to try to please the judge if their criteria is posted and makes the choice clear. But yeah, I don't see this as needing to be a huge deal.

Vaz
2015-09-09, 01:51 AM
Build the build you want. I will then judge it. If I like it, it scores well. If I don't, it does badly,

Imagine you are building for a game for a DM you don't know. His only stipulation is that it is using the SI; it is then up to you as to how you achieve a particular build.
Not me to dictate it.

This competition I understood it was to optimize builds using otherwise poor SIs. Not to gain points or approval from a faceless internet person using arbitrary milestones to dictate the optimization process. So... Errr... Do that?

Amphetryon
2015-09-09, 06:07 AM
I'm pretty sure Vaz was saying that judging criteria should be completely irrelevant to how you build, because you should be cooking to please yourself and not the judge.

You may be correct; I can only go by the words actually put forward, which are limited to the bold portion. Otherwise, it's putting words in someone else's mouth, or accusing them of a lie of omission.

Vaz
2015-09-09, 06:34 AM
You lot need to work on your social skills.

dysprosium
2015-09-09, 09:22 AM
I've said it lots of times before: Build something that you are proud of.

In that regard, yes the judges criteria are irrelevant. You should build something that you enjoy and not something for one judge to enjoy.

And then it doesn't even get into the fact that two judges are going to judge the same build each in a different way.

And I've said this before too: Some judges are just not going to like certain builds. That's just the way it is. He or she might not care whether or not you've broken some newfound TO combo if that was presented before you.

In a cooking sense, if someone is lactose intolerant, it won't matter how tasteful the cheese is. He can't swallow it.

I am glad that the Chair stepped forward and said that posting judging criteria beforehand is optional.

Here's another example of why building for a particular judge could be folly. Let's say Judge A is all prepared to judge this round and posts criteria. You mull over your build and tweak it so Judge A can only give you fives in every category. You are confident of your perfect score and shiny gold medal.

Then Judge A goes and says that he won't be able to judge this round after all. Sorry everybody!

Now you have a build catered to a judge that won't even judge it. Even worse now you build is entirely stacked against how Judge B would like it. Your build tanks. You cry. You shake your fist at the calamity of it all.

Good builds transcend judge's quirks.

Just reading other threads and not just these competition ones, I can tell that no two people play D&D in the exact same way. What one person let's fly at one table is crushed mercilessly at another. RAW alone cannot be the answer since two people can read the sentence in entirely different ways.

This ingredient is particularly sticky in that the entire class premise is built upon a Forgotten Realms novel written during 2nd edition. Spellfire itself is really more of a plot device than an ability. That's why in 2nd edition it was ridiculous. They tried to dumb it down for 3.0 in one of the earliest Forgotten Realms splatbooks. It also never got any other support in any other subsequent book. Now add to this mess the fact that it never got the proper 3.5 update and just about every class feature is dependent upon DM interpretation. That's what makes this a bad ingredient.

There are too many ways to try and optimize it depending upon what the DM (or Chair in this case) says what each ability does or is meant to do. Act like rod of absorption: choices will change whether it is as the 3.0 rod or the 3.5 rod. And that's just one example (and the RAW scholars can't agree on what that means either!).

Personally I would like to believe that the capstone ability does not in fact harm you. It didn't harm the main character in the novel either. Same with the whole magic items touching. The main character in the novel had magic items too and lo and behold they were able to exist without her becoming a walking Three Mile Island. But that's not RAW so that can't be the answer! Common sense is folly!

The only thing that would be even more of a mess would be having a 3.0 psionic prestige class that advanced the old psionic combat system. Have fun figuring that one out!

Deadline
2015-09-09, 09:42 AM
Ah, I see. This isn't so much confusion as it is an argument about what the definition of "is" is, yeah? :smallwink: While I have faith that the GitP community could generate a 30 page thread on that argument alone, you've missed a bit of important information.


You may be correct; I can only go by the words actually put forward, which are limited to the bold portion. Otherwise, it's putting words in someone else's mouth, or accusing them of a lie of omission.

Except it's not. The comment you are referring to was very clearly a response to Venger. If you go back and read Venger's comment, you get the much needed context for the comment you have decided to take in a vacuum. Omitting that certainly assigns a meaning to the phrase you bolded which, when considering the context surrounding the bolded statement, appears to be counter to what was stated.

That said, I'm hoping we see a ruling from the Chair soon on the posited questions. That way we can get back to cooking and hopefully avoid some judging issues.

Heliomance
2015-09-09, 12:35 PM
The camera pans away from the busily cooking chefs to show a pair of commentators watching the chaos. They wince in synchronisation as an eruption of silver fire engulfs one of the prep stations.

"Well, the heat's certainly turned well up out there!"

"That it is, that it is. Now, then, there's been a few questions about how this ingredient actually works."

"And since we can hardly expect our chefs to cook well with an ingredient they don't understand, we thought we'd try our hands at explaining it."

"First! Errata!"

"We here at Iron Gamer keep our kitchen thoroughly modernised. We only use the very latest ingredients."

"So whenever an ingredient is updated, we make sure to buy it in!"

"I can't help but feel that this metaphor is getting a little thin..."

"You may be right. So, I'll say it outright: All errata is in play!"

"And what goes for our ingredients goes for our kitchen equipment, too! I can promise you that all our Rods of Absorption are the absolute latest model!"

"I'm sure the chefs will be happy to hear that."

"Modern convenience is a wonderful thing, don't you think?"

"It is, it is. And something else the chefs will be happy about: We take safety very seriously here at Iron Gamer."

The camera focuses in on the chef whose dish exploded a few moments ago. While his workstation is damaged, he is perfectly unscathed.

"Spellfire is perfectly safe to the wielder! No matter how many blasts of it you let off, you never risk hurting yourself!"

"Well, unless you're trying to store too much of it, anyway! Hahaha!"

"Well, yes, there is that! Folks, touching magic items, creatures, or spells while carrying too much Spellfire can be hazardous. It's making contact that does it - if you have to use a magic item, make sure you don't let go!"

"Sound advice. Well, hopefully that's cleared things up, so let's go back to the chefs!"

The Viscount
2015-09-09, 12:43 PM
Well well well, now that we know that, things just became much more interesting. Thanks, Heliomance. Lovin the commentators.

For my benefit, just to be clear, for magic items you mean that it only triggers when you touch items, and that items already in your grasp do not trigger?

Venger
2015-09-09, 12:44 PM
"Well, yes, there is that! Folks, touching magic items, creatures, or spells while carrying too much Spellfire can be hazardous. It's making contact that does it - if you have to use a magic item, make sure you don't let go!"

"Sound advice. Well, hopefully that's cleared things up, so let's go back to the chefs!"[/i]


So to summarize we need rulings on


How absorbing a spell works now (like 3.0 rod of absorption or like 3.5 rod of absorption)
3.5
Whether you are damaged by your own maelstrom of fire
No
Whether rapid blast is a full round (as per the errata)
Yes
Whether you need a touch attack and level check to drain permanent items (as per the errata)
?


Thanks for the response, chair. I would like to clarify your response to the last question. You said we go by the errata, so it requires a touch attack (meaning incidental contact usch as wearing a shirt does not count) but the post seems to imply that it doesn't require a touch attack, and we can't use magic items. Which is it?

Heliomance
2015-09-09, 12:47 PM
Thanks for the response, chair. I would like to clarify your response to the last question. You said we go by the errata, so it requires a touch attack (meaning incidental contact usch as wearing a shirt does not count) but the post seems to imply that it doesn't require a touch attack, and we can't use magic items. Which is it?

You require a touch attack to drain magic items, but incidental magic item contact can still trigger a discharge if you have too much spellfire stored.



For my benefit, just to be clear, for magic items you mean that it only triggers when you touch items, and that items already in your grasp do not trigger?

Yes, this precisely.

Venger
2015-09-09, 12:48 PM
You require a touch attack to drain magic items, but incidental magic item contact can still trigger a discharge if you have too much spellfire stored.

Oh, okay. thanks for clearing that up.

Bucky
2015-09-09, 01:06 PM
incidental magic item contact can still trigger a discharge if you have too much spellfire stored.


Including attempting to drain an item but failing the level check? Just when I thought the clarifications couldn't make things any worse...

Sian
2015-09-09, 01:09 PM
when you say we use the Rod of Absorbtion as per 3.5 (as i don't remember nor can find the definition of it in 3.0) does this include not having to make a ready action to 'catch' spells for later useage in spellfire?

Vaz
2015-09-09, 01:10 PM
That was what the initial question was about, yes.

Zaq
2015-09-09, 01:15 PM
Hmmm. This does change things a little bit. It doesn't torpedo me, though. Might even help me on a front or two.

Sian
2015-09-09, 01:26 PM
while it doesn't negate my build it makes infinitely less interesting since i figured a good way to work around that problem. I can probably use most of my existing stuff, but by and large its back to the drawing board.

WhamBamSam
2015-09-09, 01:56 PM
while it doesn't negate my build it makes infinitely less interesting since i figured a good way to work around that problem. I can probably use most of my existing stuff, but by and large its back to the drawing board.It helps me out considerably, since I was having significant trouble fitting my solution into my build.

One last question, just to make sure. Am I correct in thinking that "in preference to any other action" means it consumes your standard action if you discharge a spellfire blast due to failing your will save for Improved Storage 5?

Zaq
2015-09-09, 02:33 PM
For my benefit, just to be clear, for magic items you mean that it only triggers when you touch items, and that items already in your grasp do not trigger?


You require a touch attack to drain magic items, but incidental magic item contact can still trigger a discharge if you have too much spellfire stored.



Yes, this precisely.

So assuming that you've got over your CON score in spellfire stored, items already in your grasp drain spellfire only once (when you first grasp them), and you can then (for instance) drain a wand over and over without losing more than the initial drain, is that right? What about items that you're already wearing, like a suit of magic armor? They're not "in your grasp," and you are contacting them incidentally, but you were already in contact with them, and that contact presumably isn't being broken and reinstated every round. Do worn magic items drain once, or do they drain every round, assuming that you maintain contact with them and aren't taking them off and putting them back on again?

Amphetryon
2015-09-09, 07:35 PM
Except it's not. The comment you are referring to was very clearly a response to Venger. If you go back and read Venger's comment, you get the much needed context for the comment you have decided to take in a vacuum. Omitting that certainly assigns a meaning to the phrase you bolded which, when considering the context surrounding the bolded statement, appears to be counter to what was stated.

I disagree that the comment to which I am referring can be conclusively called a response to a specific post, based on the verbiage included within that post. That's all I have to say about that.

Curmudgeon
2015-09-09, 09:31 PM
when you say we use the Rod of Absorbtion as per 3.5 (as i don't remember nor can find the definition of it in 3.0) does this include not having to make a ready action to 'catch' spells for later useage in spellfire?
The 3.0 SRD is here (http://www.opengamingfoundation.org/srd.html).

Absorption
This rod acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed either at the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of his or her own. The wielder can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time.

Absorption
This rod acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time.
The item description is slightly altered, but the action is identical. So the mechanism to absorb spellfire doesn't vary because of any alteration in the Rod of Absorption from 3.0 to 3.5: it still requires a readied action, unless Heliomance decides to create a house rule specific for Iron Chef.

The Viscount
2015-09-10, 12:12 AM
So assuming that you've got over your CON score in spellfire stored, items already in your grasp drain spellfire only once (when you first grasp them), and you can then (for instance) drain a wand over and over without losing more than the initial drain, is that right? What about items that you're already wearing, like a suit of magic armor? They're not "in your grasp," and you are contacting them incidentally, but you were already in contact with them, and that contact presumably isn't being broken and reinstated every round. Do worn magic items drain once, or do they drain every round, assuming that you maintain contact with them and aren't taking them off and putting them back on again?

I'm assuming wearing counts as the same contact. Grasp was just my terminology, a shorthand for contact. Worn magic items were in contact with you when you gained excess spellfire levels, so you wouldn't lose any levels. If you don something, then you begin contact so would lose when you put it on, but not after.

Heliomance
2015-09-10, 12:50 AM
The 3.0 SRD is here (http://www.opengamingfoundation.org/srd.html).

The item description is slightly altered, but the action is identical. So the mechanism to absorb spellfire doesn't vary because of any alteration in the Rod of Absorption from 3.0 to 3.5: it still requires a readied action, unless Heliomance decides to create a house rule specific for Iron Chef.

Ah, didn't realise that the rod of absorption hadn't changed from 3.0. In that case it still requires a readied action, yes.

Vaz
2015-09-10, 02:19 AM
I disagree that the comment to which I am referring can be conclusively called a response to a specific post, based on the verbiage included within that post. That's all I have to say about that.

The wonderful things about opinions is that you can still be wrong.

"and tgat's all I have to say about that".

*laughs*

Zaq
2015-09-10, 10:38 AM
I'm assuming wearing counts as the same contact. Grasp was just my terminology, a shorthand for contact. Worn magic items were in contact with you when you gained excess spellfire levels, so you wouldn't lose any levels. If you don something, then you begin contact so would lose when you put it on, but not after.

That's my read on it too, but I'd like the Chair to put it in writing.

Heliomance
2015-09-10, 12:47 PM
I'm assuming wearing counts as the same contact. Grasp was just my terminology, a shorthand for contact. Worn magic items were in contact with you when you gained excess spellfire levels, so you wouldn't lose any levels. If you don something, then you begin contact so would lose when you put it on, but not after.

Yeah, not gonna be mean enough to make magic items make you asplode every round. You only discharge when you first equip something.

samduke
2015-09-10, 03:29 PM
Ah, didn't realise that the rod of absorption hadn't changed from 3.0. In that case it still requires a readied action, yes.

sorry to say this but the rod has been updated to 3.5 rules check it out...
http://www.dandwiki.com/wiki/SRD:Rod_of_Absorption
DMG P234
Absorption: This rod acts as a magnet, drawing spells or spelllike abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy.
Absorption requires no action on the part of the user if the rod is in hand at the time.

bogsnes
2015-09-10, 03:48 PM
This is kind of hard, considering participating this competition for the first time, and am thinking of 2 builds, however both of them are fairly reliant on the ruling on that question, which kind of seems to be going back and forth - One has it's ability to continually refill spellfire even through the 3.0 rod as it's main selling point, while the other is really reliant on the 3.5 rod to even work, so not sure what to do :/

Deadline
2015-09-10, 04:40 PM
sorry to say this but the rod has been updated to 3.5 rules check it out...

For future reference, DandDwiki is not a reliable source for rules text.

Aside from that, I'll point out two things:

1. The exact text you mention was posted by Curmudgeon one post prior to the one you quoted.

2. The rules that require the readied action appear on pg. 18 of Magic of Faerun:


A spellfire wielder can ready an action to absorb spells targeted at her as if she were a rod of absorption

So the readied action isn't a function of the Rod of Absorption, it's a function of the Spellfire rules. It would appear that you still need a readied action to absorb spells for Spellfire.

samduke
2015-09-10, 05:55 PM
For future reference, DandDwiki is not a reliable source for rules text.

Aside from that, I'll point out two things:

1. The exact text you mention was posted by Curmudgeon one post prior to the one you quoted.

2. The rules that require the readied action appear on pg. 18 of Magic of Faerun:



So the readied action isn't a function of the Rod of Absorption, it's a function of the Spellfire rules. It would appear that you still need a readied action to absorb spells for Spellfire.

right on the danwiki portion is why dmg was included , so the rules for spell fire even though it references the rod as how it work - OK.. I guess

Deadline
2015-09-10, 06:02 PM
right on the danwiki portion is why dmg was included , so the rules for spell fire even though it references the rod as how it work - OK.. I guess

Given that there has been no real change from the 3.0 Rod of Absorption (which also didn't require an action), I'm assuming the readied action added by the Spellfire rules to still be relevant. Madam Chair, is that the case, or are you ruling that you don't have to ready an action to absorb?

Venger
2015-09-10, 06:08 PM
right on the danwiki portion is why dmg was included , so the rules for spell fire even though it references the rod as how it work - OK.. I guess

as deadline said, dandwiki is trash, so you shouldn't count on it for RAW.

specific always trumps general, so if an ability is keyed off rod of absorption, but offers its own addenda, then you use the rules for the ability, not what it's keyed off of, like how polymorph is keyed off alter self, but has its own additional rules.

Deadline
2015-09-10, 06:12 PM
as deadline said, dandwiki is trash, so you shouldn't count on it for RAW.

samduke pointed out that the quoted text is from the DMG, not dandwiki, FYI. I missed that on first read too.


specific always trumps general, so if an ability is keyed off rod of absorption, but offers its own addenda, then you use the rules for the ability, not what it's keyed off of, like how polymorph is keyed off alter self, but has its own additional rules.

I'd feel better with a clear ruling from the Chair, just to remove ambiguity.

Venger
2015-09-10, 06:16 PM
samduke pointed out that the quoted text is from the DMG, not dandwiki, FYI. I missed that on first read too.



I'd feel better with a clear ruling from the Chair, just to remove ambiguity.

It is from both the dandwiki and the DMG. dandwiki often mixes in some normal rules with its homebrew and changes rules while keeping regular names.

Right, I wasn't presuming to speak for heliomance, just saying that of course the class we're talking about is how you're going to determine how its abilities work, not the item that its powers are keyed off of, like a monk's feather fall. you read the class feature, not the spell. specific >general

Curmudgeon
2015-09-10, 08:10 PM
Ah, didn't realise that the rod of absorption hadn't changed from 3.0. In that case it still requires a readied action, yes.

Given that there has been no real change from the 3.0 Rod of Absorption (which also didn't require an action), I'm assuming the readied action added by the Spellfire rules to still be relevant. Madam Chair, is that the case, or are you ruling that you don't have to ready an action to absorb?
It's always good to read what's already been posted. (I added the bolding.)

Heliomance
2015-09-11, 01:06 AM
sorry to say this but the rod has been updated to 3.5 rules check it out...
http://www.dandwiki.com/wiki/SRD:Rod_of_Absorption
DMG P234
Absorption: This rod acts as a magnet, drawing spells or spelllike abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy.
Absorption requires no action on the part of the user if the rod is in hand at the time.

As discussed above, the 3.0 rod of absorption didn't require an action either. The functionality hasn't changed. This the readied action is a function of Spellfire Wielder, not the dog's of absorption.

Gweed
2015-09-11, 01:37 PM
the dog's of absorption.

Sounds like a Norwegian Death Metal band.....I like it!

Venger
2015-09-11, 01:40 PM
Sounds like a Norwegian Death Metal band.....I like it!

Remember you get cover when in a dog

Gweed
2015-09-11, 01:42 PM
Remember you get cover when in a dog

Does the dog have to ready an action to absorb me?

Venger
2015-09-11, 01:54 PM
Does the dog have to ready an action to absorb me?

It depends. He'd need plenty of psion levels for that but if he's intelligent enough to contemplate tactical action like readying he's probably already a psionic sandwich

Amphetryon
2015-09-11, 02:05 PM
Remember you get cover when in a dog

Outside of a dog, a book is Man's best friend. Inside of a dog, it's too dark to read. - Groucho Marx

The Viscount
2015-09-12, 09:14 PM
Does the dog have to ready an action to absorb me?

It gets complicated if it's from a Mordenkainen's Faithful Hound, then it's a cobra vs mongoose situation.

OMG PONIES
2015-09-13, 10:12 AM
Yeesh, seems like I missed a lot! I'm just glad we're back to cracking ridiculous jokes.

Venger
2015-09-13, 10:14 AM
It gets complicated if it's from a Mordenkainen's Faithful Hound, then it's a cobra vs mongoose situation.

who would win in a fight: mordenkainen's faithful hound, or a tether hound?

Zaq
2015-09-13, 02:21 PM
Entry submitted. That took more time than I expected, but I'm reasonably happy with my entry this time around. Like I said earlier, the character ended up going in a few directions that I really didn't anticipate, and it was fun to kind of watch it evolve in front of me. I'm a little worried that someone will end up using my main trick, but it's submitted, so worrying isn't going to change a damn thing. So I guess I'll just have to tell everyone, please don't use [REDACTED] with [REDACTED] to [REDACTED], okay? Thanks. I appreciate it.

WhamBamSam
2015-09-15, 01:58 AM
Whew, build is in. That was a substantial amount of work. I had a second idea that I'm not going to be able to get to, but I suspect the general gist of it will be well represented by other entries.

The Viscount
2015-09-17, 04:57 PM
Table's done now I just have to finish writeup. I'll get this in yet.

OMG PONIES
2015-09-17, 05:38 PM
Table's done now I just have to finish writeup. I'll get this in yet.

We're in the same sub, Comrade.

Thurbane
2015-09-18, 06:52 AM
We've just hit the breakpoint of my homebrew campaign (Against the Iron Tower - fighting against the machinations of the Cult of Dispater), and after 41 sessions, I definitely needed the break (I was feeling some DM burnout).

Anyhow, hopefully this now means I'll be able to get an entry in for the next IC cmp, or maybe judge. :smallbiggrin:

http://2.bp.blogspot.com/_vt749aV4Y7Q/TQ0h5-zb5VI/AAAAAAAAFs4/HvUQFwH5Llc/s1600/fake-dungeon-masters.jpg

JyP
2015-09-18, 04:06 PM
Finalized my build just now !

Only one issue before sending :

Heliomance has exceeded their stored private messages quota and cannot accept further messages until they clear some space

;-)

OMG PONIES
2015-09-19, 07:56 AM
Finalized my build just now !

Only one issue before sending :

Heliomance has exceeded their stored private messages quota and cannot accept further messages until they clear some space

;-)

Aye, my build is completed and I have experienced the same. One possible workaround is to e-mail the Chair via the board's function to do so...but I want to make sure we don't flood that inbox as well. Perhaps sending yourself a PM containing your full entry would be best? That way, we'd have a time stamp showing the entries were completed before the deadline, and we could forward them to Heliomance at her leisure once her PM box isn't as full.

TL;DR? That's what she gets for being popular :smalltongue:.

The Viscount
2015-09-20, 05:36 AM
Finally finished, just have to format my PM. This was exhausting.

Sian
2015-09-20, 05:47 AM
Finally finished, just have to format my PM. This was exhausting.

well, strictly speaking deadline just shy of an hour ago so......

The Viscount
2015-09-20, 06:38 AM
The reveal hasn't happened yet, and it's moot because the Chair's inbox is still full. I'm mostly posting to indicate that I did cook this round for when the round is ready for reveal.

Heliomance
2015-09-20, 10:52 AM
Finalized my build just now !

Only one issue before sending :

Heliomance has exceeded their stored private messages quota and cannot accept further messages until they clear some space

;-)

Oh bugger. Will clear out now. Reveal will be later, as I don't have time right now even if all the entries had arrived.

Heliomance
2015-09-21, 02:17 PM
"Alright chefs, you have ten seconds to finish your builds! Five! Four! Three Two! One! Time! Put your rulebooks down and step away from your dice, you are done!"
"It's time to take a look at the entries!"

Heliomance
2015-09-21, 02:21 PM
"Well, this is an audacious entry! Chargin up off soul blades, I don't think anyone expected that!"

"I certainly didn't! But have they managed to make the Soulknife good, or will such a poor ingredient drag the rest down?"



Harror
TN Human Ardent 6 / Soulknife 4 / Spellfire Channeler 10

https://upload.wikimedia.org/wikipedia/commons/thumb/f/f2/Miss_Behave%2C_Belfast%2C_May_2013_%2810%29.JPG/800px-Miss_Behave%2C_Belfast%2C_May_2013_%2810%29.JPG

It was Market Day, and everything was a-bustle. I remember coming up to a crowd watching a brightly-dressed woman with glowing eyes doing a pretty impressive sword-swallowing act. Everyone was distracted watching her, everyone pushing and jostling, so when a big guy in a cloak grabbed me from behind, held a dagger to my throat, and started hauling me away, no one even noticed, at least until I started screaming in terror. The sword-swallowing woman looked up, yanked the sword out of her throat, leapt into the air, and fired the biggest blast of blue flame I've ever seen right at the guy who had grabbed me! We must have been a good couple hundred feet away from her, and there were dozens of people all crowded around, but she hit him dead on—or at least I think that's what happened, because the next thing I knew, I wasn't being grabbed anymore, and there was a big charred body on the ground next to me.

The woman floated over to me, shooing the crowd away a bit, and led me over to a more secluded area, trying to help me calm down. She asked me if I was hurt at all. I told her that I got a little bit roughed up here and there, and she gently touched my shoulder, her hand glowing with that same blue flame. I was pretty scared right there, since I saw what that blue flame did to the guy who attacked me, but sure enough, the bruises and cuts I got in the scuffle just kind of melted away. She told me to just sit tight and collect myself, and that she'd help me talk to the authorities when they arrived. I noticed her eyes weren't glowing anymore, but she pulled some kind of glowing sword out of somewhere (I couldn't see where it came from) and started doing her sword-swallowing again. I figured she was either practicing for her next act or just trying to amuse me while I collected my wits, but this act seemed different from the one she was doing just a moment ago. I thought sword-swallowers usually pulled the sword back out of their throat when they were done, but it looked like she just ate it entirely! At first I thought I must have just been rattled and seeing things, but she repeated this a few more times, and the swords definitely weren't coming back out of her throat. I finally got up the courage to ask if she was really doing what I thought she was doing. She just smiled—the glow was back in her eyes at that point—and winked at me, then took another bite of her sword. She said something about not every act being just for show, then led me over to the guards who had just arrived.

Build Attributes:
STR: 8 (0 pts)
DEX: 14 (6 pts)
CON: 16 (10 pts)
INT: 14 (6 pts)
WIS: 16 (10 pts)
CHA: 8 (0 pts)

Points spent: 32
Level-up points go into CON.

Build Table:



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Ardent 1
+0
+0
+0
+2
Concentration
+4 (4), Craft: Poisonmaking +4 (4), Knowledge: Arcana +2 (2),
Spellcraft +2 cc (2), Perform: Sword-Swallowing +2 cc (2), Psicraft +2
(2)
Endurance (bonus), Spellfire Wielder, Ectopic Form (bonus)
Primary Mantles (Creation, Elements); Powers


2nd
Ardent 2
+1
+0
+0
+3
Concentration +1 (5), Craft: Poisonmaking +1 (5), Perform: Sword-Swallowing +0.5 cc (2.5), Psicraft +2 (4)
No new feats
Secondary Mantle (Magic)


3rd
Ardent 3
+2
+1
+1
+3
Concentration +1 (6), Craft: Poisonmaking +1 (6), Perform: Sword-Swallowing +0.5 cc (3), Spellcraft +1 cc (3)
Practiced Manifester (Ardent)
No new class features


4th
Soulknife 1
+2
+1
+3
+5
Concentration
+1 (7), Craft: Poisonmaking +1 (7), Perform: Sword-Swallowing +0.5 cc
(3.5), Spellcraft +0.5 cc (3.5), Craft: Carpentry +3 (3)
Wild Talent (bonus), Weapon Focus (Mind Blade) (bonus)
Mind Blade


5th
Soulknife 2
+3
+1
+4
+6
Concentration
+1 (8), Craft: Poisonmaking +1 (8), Perform: Sword-Swallowing +0.5 cc
(4), Spellcraft +0.5 cc (4), Craft: Carpentry +3 (6)
No new feats
Throw Mind Blade


6th
Spellfire Channeler 1
+3
+3
+4
+8
Concentration +1 (9), Craft: Poisonmaking +1 (9), Perform: Sword-Swallowing +0.5 cc (4.5), Spellcraft +2 (6)
Master of Poisons
Drain Charged Item, Increased Storage 2


7th
Spellfire Channeler 2
+4
+4
+4
+9
Concentration +1 (10), Craft: Poisonmaking +1 (10), Perform: Sword-Swallowing +0.5 cc (5), Spellcraft +2 (8)
No new feats
Improved Healing


8th
Spellfire Channeler 3
+4
+4
+5
+9
Concentration +1 (11), Craft: Poisonmaking +1 (11), Perform: Sword-Swallowing +0.5 cc (5.5), Spellcraft +2 (10)
Weapon Focus (Spellfire) (bonus)
Increased Storage 3


9th
Soulknife 3
+5
+5
+5
+9
Concentration +1 (12), Craft: Poisonmaking +1 (12), Perform: Sword-Swallowing +0.5 cc (6), Craft: Carpentry +4 (10)
Point Blank Shot, Precise Shot (bonus)
Bonus Feat


10th
Spellfire Channeler 4
+6
+6
+5
+10
Concentration +1 (13), Craft: Poisonmaking +1 (13), Perform: Sword-Swallowing +0.5 cc (6.5), Spellcraft +2 (12)
No new feats
Rapid Blast 2


11th
Spellfire Channeler 5
+6
+6
+5
+10
Concentration +1 (14), Craft: Poisonmaking +1 (14), Perform: Sword-Swallowing +0.5 cc (7), Spellcraft +2 (14)
No new feats
Drain Permanent Item, Increased Storage 4


12th
Soulknife 4
+7
+6
+6
+11
Concentration +1 (15), Craft: Poisonmaking +1 (15), Perform: Sword-Swallowing +0.5 cc (7.5), Craft: Carpentry +4 (14)
Ability Focus (Spellfire blasts)
+1 Mind Blade


13th
Spellfire Channeler 6
+8
+7
+7
+12
Concentration +1 (16), Craft: Poisonmaking +1 (16), Perform: Sword-Swallowing +0.5 cc (8), Spellcraft +2 (16)
No new feats
Flight


14th
Spellfire Channeler 7
+8
+7
+7
+12
Concentration
+1 (17), Craft: Poisonmaking +1 (17), Perform: Sword-Swallowing +0.5 cc
(8.5), Spellcraft +1 (17), Craft: Carpentry +1 (15)
Deflect Arrows (bonus)
Deflect Arrows, Increased Storage 5


15th
Spellfire Channeler 8
+9
+8
+7
+13
Concentration
+1 (18), Craft: Poisonmaking +1 (18), Perform: Sword-Swallowing +0.5 cc
(9), Spellcraft +1 (18), Craft: Carpentry +1 (16)
Empower Supernatural Ability
Rapid Blast 3


16th
Spellfire Channeler 9
+9
+8
+8
+13
Concentration
+1 (19), Craft: Poisonmaking +1 (19), Perform: Sword-Swallowing +0.5 cc
( 9.5), Spellcraft +1 (19), Craft: Carpentry +1 (17)
No new feats
Crown of Fire


17th
Spellfire Channeler 10
+10
+9
+8
+14
Concentration
+1 (20), Craft: Poisonmaking +1 (20), Perform: Sword-Swallowing +0.5 cc
(10), Spellcraft +1 (20), Craft: Carpentry +1 (18)
No new feats
Maelstrom of Fire


18th
Ardent 4
+11
+9
+8
+15
Concentration +1 (21), Craft: Poisonmaking +1 (21), Perform: Sword-Swallowing +0.5 cc (10.5), Craft: Carpentry +2 (20)
Craft Dorje
No new class features


19th
Ardent 5
+11
+9
+8
+15
Concentration +1 (22), Craft: Poisonmaking +1 (22), Perform: Sword-Swallowing +0.5 cc (11), Craft: Carpentry +2 (22)
No new feats
Secondary Mantle (Time)


20th
Ardent 6
+12
+10
+9
+16
Concentration +1 (23), Craft: Poisonmaking +1 (23), Craft: Carpentry +1 (23), Spellcraft +1 cc (21)
No new feats
No new class features




Psionics:
PP Per Day and ML:
(Includes bonus PP based on 16 WIS; may be higher if WIS goes up through items or other methods.)
1st: 3, ML 1
2nd: 9, ML 2
3rd: 15, ML 3
4th: 19, ML 4
5th: 20, ML 5
6th: 22, ML 6
7th-17th: 23, ML 7
18th: 31, ML 8
19th: 40, ML 9
20th: 52, ML 10

Powers Known:
1st: Elemental Steward (Elements 1), Psionic Minor Creation (Creation 1)
2nd: Metaphysical Weapon (Magic 1)
3rd: Earth Walk (Elements 2)
18th: Psionic Fabricate (Creation 4)
19th: Anticipatory Strike (Time 5)
20th: Psionic Major Creation (Creation 5)

Strategies and Tactics:
Levels 1-5: Early play treats Harror very well. As early as level 2, she is able to charge herself up with spellfire without relying on outside sources. How does this work? Simple. The Magic mantle's granted ability states that “you always treat magic and psionics as identical.” This means that Harror can absorb psionics as spellfire just as easily as she can absorb magic. But, you may say, doesn't charging up with spellfire require readying an action, which is therefore incompatible with casting spells or manifesting powers at yourself? That's true, but that's why we have a proxy do the work for us. One of Harror's earliest powers known is Elemental Steward, which lets you summon a little elemental dude who just happens to have a handful of psi-like abilities. Each elemental steward has 3 PLAs, each of which are usable 2 times per day, for a total of 6 doses of PLAs out of each summon. Harror summons a steward, readies to absorb spellfire, and has the steward unload its PLAs at her, which she harmlessly absorbs. At level 2, they only last 2 rounds, so Harror can gain 2 spellfire levels per PP spent. This increases at a 1:1 ratio until level 6, when her stewards last 6 rounds and can therefore give her 6 spellfire levels per PP. Even at level 2, though, this is a win for Harror: a normal Psion manifesting Energy Ray gets 1d6 per PP spent, but since each spellfire level translates to a d6 of blastitude, Harror gets 2d6 per PP spent, and it only gets better from there (quite rapidly, since each level gives progressively more PP and progressively more spellfire per PP). What's more, Harror can charge up as many as 16 levels of spellfire at once, allowing for a far bigger nova than even a Wilder can pull off in the early game. (At level 2, that represents almost all of her daily PP, but still, the option is there if you choose to go out with a massive bang.) Even by level 3 or 4, though, she has the staying power to unleash several full-strength blasts per day, or many more partial-strength blasts if she doesn't want to fully nova. (Note that even though Elemental Steward is listed as having a 3 PP cost, this is an error for Ardents, as it only costs 3 PP for Psions/Wilders, who treat it as a level 2 power. Ardents treat it as a level 1 power, so it costs only 1 PP, as clearly explained on pg. 63 of the Expanded Psionics Handbook.)

When she runs out of spellfire within an encounter (which shouldn't happen too often; that's an awful lot of d6s at an early level, and we're looking at a level range where a pile of d6s really can solve a lot of problems), Harror has self-made poisons to fall back upon (made with Psionic Minor Creation and Craft: Poisonmaking)—without Rapid Reload, she can only fire one poisoned crossbow bolt per round, but most casters who end up in Crossbow Mode at this level don't have nasty poisons backing them up, and unlike most casters who run out of juice, she can still probably charge up with spellfire after the encounter. Practiced Manifester keeps her ML up even after leaving Ardent, and while Soulknife doesn't do a ton of good right as you take it, the extra PP from Wild Talent are a consolation prize. (Remember that bonus PP from a high WIS is based off of manifester level, not class level, so Practiced Manifester keeps our PP going up a little bit even without more levels in Ardent.) Earth Walk is a little heavy on the PP, but it can be invaluable for solving certain out-of-combat problems (or even certain combat problems, if you can climb up to a safe spot against nonflying foes). Metaphysical Weapon is more likely to be used on Harror's allies than on her own weapon, but while it isn't a primary strategy, it can still be useful to let the party break DR/Magic at level 2. Elemental Stewards can also be used as fighting summons instead of just as sources of spellfire; they aren't amazingly strong past the first few levels, but they're certainly serviceable in the 1-3 range. (It's worth mentioning that the 1 round manifesting time on Elemental Steward is actually a good thing as far as charging up spellfire levels from them goes: the steward doesn't appear until the round after you start manifesting it, which means that its duration timer doesn't start until a round in which you have an action available to ready your spellfire absorption.)

On the defensive side of things, spellfire is useful for healing Harror and her party: a normal Ardent can cure 2 HP per PP by means of Touch of Health, but since Harror gets at least 2 spellfire levels per PP, and each spellfire level heals for 2 HP, she starts out with double the efficiency of a normal Ardent at level 2 and gets better from there. Typical Ardent armor and shield proficiencies go a long way toward keeping her safe in the early levels, as well; she is proficient with heavy armor, but she usually sticks with medium armor, because her Endurance allows her to sleep in it. If mithril armor becomes affordable, that allows for the best of both worlds, but until that's available (if it's available at all), the ability to sleep in armor outweighs the small AC bonus gained from using heavy instead of medium. And of course, the ability to absorb enemy magic shouldn't be ignored—it's tricky to use it as a primary strategy, but spellfire users are uncommon enough that most casting enemies probably wouldn't expect you to be able to just absorb the spells they throw at you.

Levels 6-11: Harror enters the Secret Ingredient as early as possible, and she starts using its power immediately. Increased Storage is very, very handy to have around—it's difficult for her to self-charge above her CON score (which is 17 or 18 by this point, thanks to level-up bonuses), thanks to the clause about spell effects (or for you, power effects—remember, “you always treat magic and psionics as identical”) draining spellfire levels if you're overcharged, but it's still useful to be able to charge up from allies or enemies (and of course, you'll start every encounter having charged yourself up to at least your CON score). Drain Charged Item is less necessary for Harror than for some other Spellfire Channelers, since she can already charge up to her CON score with her own resources, but it can still be used to conserve PP on a long adventuring day, or it can be used to charge up above her CON score (thanks to the Chair's ruling that only the initial touch drains spellfire, so we can drain several charges from a wand without losing spellfire beyond the initial grasp). If the party setup is right, perhaps Harror can barter with the party Rogue to trade some poisons for some less-useful wands . . . but of course we aren't relying on that sort of thing. Improved Healing is incredibly useful—at a gain of 6 spellfire levels per PP, Harror can heal 6d4+6 HP per PP expended, which is pretty darn efficient in my book, considering that the normal exchange rate on Touch of Health is 2 HP per PP spent.

Although touch attacks aren't that hard to make, Weapon Focus still definitely contributes (every +1 counts, after all), and we get Precise Shot online as soon as possible (thanks to the Mind's Eye ACF that lets Soulknives swap Psychic Strike for a bonus feat—you can pick “any feat that your mind blade can benefit from,” and since we have Throw Mind Blade, that includes Precise Shot) to avoid that nasty –4 penalty for shooting into melee. Use your judgment for deciding when Rapid Blast is going to be more efficient than making a single blast—it's nice to have two chances to hit (or the chance to hit two targets), but sometimes it's better to offer only a single saving throw instead of two. Still, it's very nice to have the option, and we'll probably use it more often than not (it's better to have an increased chance of doing partial damage than to always swing for the fences with no consolation prize if you miss). Harror doesn't usually choose to fight within 30' if she can help it (with a 400' range on spellfire, who would?), but if it's unavoidable, remember that the damage bonus from Point Blank Shot would apply on both hits of a Rapid Blast—a small bonus, perhaps, but every bit of damage adds up.

Master of Poisons comes online at this level, which makes our backup poison use more efficient and safe. The fact that we get 6 spellfire levels per PP (for up to 132 or 138 spellfire levels per day, in the extreme case that we spend 100% of our PP on it) means that we're less likely to fall back on Crossbow Mode than we used to be, but you never know when an encounter is going to run long, so it's still always good to have the option to fire a bolt that forces a Fort save. Of course, as has been the case from level 1, there's nothing saying that Harror can't share her poisons with her teammates, especially now that she can apply it with zero chance of danger. It's always going to be a backup strategy rather than a primary strategy, but I believe that it's always important to have a Plan B.

Levels 12-13 [Sweet Spot]: Although Harror has a much better ability than the average spellfire user to charge up solely through her intrinsic resources, level 12 is where everything really comes together. Per the errata to Magic of Faerun, Drain Permanent Item can be used on any permanent item, not simply ones that mimic spells, and you gain spellfire levels equal to half the item's caster level. Thanks to the Magic Mantle allowing us to “always treat magic and psionics as identical” (“always” means “always,” and “identical” means “identical”), we can drain psionic items as well . . . which includes a Mind Blade. Our Mind Blade is a +1 weapon at this point. We can now simply create a Mind Blade, drain it for 2 spellfire levels, drop it to make it disappear, create a new one (which hasn't been drained, so it's still +1), and repeat. We now no longer require the expenditure of any PP or other daily or external resources to charge up spellfire levels. What's more, since we're gaining spellfire levels in packets of 2 rather than in packets of 1, we can charge up to twice our CON score at once: we lose 1 spellfire level for touching the Mind Blade (it is a magic item, after all), but we gain 2, so we still come out ahead until we make it up to above twice our CON (which is at least 19 by this point, thanks to level-up bonuses; magic items could make it even higher, but the bare minimum is 19).

We can now heal the entire party (even the Necropolitans!) up to max HP between every encounter, and unlike most other sources of infinite healing, we can spike-heal during combat if the situation is dire. (Sure, it's not ideal to blow all your spellfire at once, but it's still pretty darn effective to heal 19d4+19 as a standard action if there's a real emergency, especially with zero cost to our daily resources.) We can throw around damaging spellfire blasts with abandon—we have to marshal them to last the length of the encounter, but we no longer have to worry about making them last the length of the day. Plus, since we're charging up to twice our CON before each combat, we've got twice as much spellfire to play with on an encounter basis compared to our earlier levels. Having a minimum of two full-power blasts will still go a long way each encounter, though of course we have the option to use partial-strength blasts to last longer. 19d6 isn't likely to kill anyone outright at level 12, but it's still a pretty noticeable pile of dice to plonk down on the table, especially when it's available at least twice per encounter, every encounter.

At level 13, Flight comes online, which is hugely useful—Earth Walk gave us some mobility earlier (even if we didn't rely on it as a primary strategy), and the 400' range on spellfire blasts meant that we didn't have much trouble dealing with flying foes, but now we ARE the flying foe. The game pretty much expects you to have flight by mid-levels, and since spellfire is effectively free for us, we basically have it at will. (Since 1 spellfire level nets you a minute of flight, and it takes us only a round to swallow a fresh Mind Blade, we can easily keep flying forever out of combat.) By this level, there won't be a ton of enemies who can't hit a flying target, but we still have a big advantage over ground-bound foes, and we have parity with flying foes.

By this point, we have Increased Storage 4. It's not easy for us to charge up to that level with our innate resources alone, but since we can basically get up to twice our CON for free, we have less ground to cover if we want to charge up to four times our CON by means of external resources (like friendly spellcasters or sacrificial items other than Mind Blades). While we do not want to assume that we have access to casters willing to blow huge numbers of spell levels at us or piles of items that are better off drained than active, it is worth noting that we have the option if the circumstances warrant, and the fact that we can get halfway there on our own gives us a leg up over other Spellfire Channelers.

It's unclear if Ability Focus (Spellfire) would apply to both normal spellfire blasts and to Maelstrom of Fire; I believe it probably would, but just in case it doesn't, applying it to normal spellfire blasts will likely be more useful than applying it to Maelstrom of Fire, especially since it'll be a good few levels before we get Maelstrom of Fire.

Levels 14-17: Harror finishes the Secret Ingredient with a few levels to spare. Deflect Arrows combines very nicely with Flight to make Harror very hard to kill from the ground—other Spellfire Channelers would have to expend daily or external resources to use it, after all, while Harror has no such issue. Rapid Blast 3 is useful for the same reason Rapid Blast 2 is useful; it can be more efficient to have two chances to hit for partial damage than one chance to hit for full damage, and three is better than two.

Crown of Fire is a difficult ability to use, since 10 spellfire levels per round is pretty expensive, but that just makes Harror even happier that her spellfire is effectively an encounter resource instead of a daily resource. DR 10/+1 (which I believe translates to DR 10/magic) isn't worth mentioning at ECL 16, but SR 32 is actually pretty noticeable (an at-level caster with no CL boosts has to roll a 16 to break it, which is actually not bad odds for Harror). The clause about destroying nonmagical weapons isn't going to do much against foes who use manufactured weapons (who doesn't have magical weapons by level 16?), but it's very effective against enemies who fight with natural weapons. Overall, it's not something Harror will use as a primary strategy, but when the situation arises for her to use it, she's going to have a better ability to use it than the next Spellfire Channeler, just because she knows that she's always starting with a baseline of 40 stored spellfire levels by this level, effectively for free.

Maelstrom of Fire is another ability that's a little bit difficult to use, but it's still a nice tool to have in your box. Harror prefers to snipe from range, but there are times when you need to wrap yourself in a big spread of 20d6. The downside to Maelstrom of Fire is that it hurts Harror's allies as much as it hurts her enemies, and it also requires you to be a lot closer to the action than you usually want to be, so it's not something you want to use as a primary strategy. Still, the fact that Harror has infinite healing out of battle for her and her friends means that it's easier for Harror to use it than for the average Spellfire Channeler to do so. If Harror hasn't been lucky enough to encounter a CHA-boosting item on her travels, the save DC is a little bit lower than the save DC for spellfire blasts, but the fact that it's a straight save with no associated touch attack makes up for that.

Empower Supernatural Ability is a fun feat. It only works once per day, so we want to use it on the biggest boom we can, but it's quite effective at what it does. We can empower a spellfire blast, a Maelstrom of Fire, or even a desperate spellfire spike-heal (though it'll be rare for the healing to be the best choice). The raw damage from spellfire is starting to be a little bit past its prime by this point, but at least once per day, this helps make up the gap.

Levels 18-20: After finishing the Secret Ingredient, Harror returns to her roots as an Ardent. Thanks to the unusual way that Ardents pick powers (they can select powers of any level they have the ML to manifest, which means that Practiced Manifester makes up some of the gap for the levels we lost to the SI), Harror has access to 4th and 5th level powers. Psionic Fabricate is an absurd out-of-combat utility power for someone with a little creativity, and Harror has nearly maxed ranks in Craft: Carpentry, which can open up a door or two (perhaps literally, if you use a troublesome door as the base material to be Fabricated into something else). Psionic Major Creation is another out-of-combat power, but it definitely opens up a few possibilities for a creative player, especially with Fabricate backing it up.

Anticipatory Strike is an absolute gem of a power, and that goes double for Harror. The ability to say “no, it's my turn now” is useful for anyone, but Harror can see an opponent casting a spell (she has nearly maxed Spellcraft, so she's good at this), invoke her turn, ready an action to absorb the spell as spellfire, and harmlessly absorb the enemy's big guns. (Remember that initiative is an abstraction; there's no reason to believe that the enemy in question would know that their turn got interrupted, especially since readying to absorb spellfire doesn't necessarily have any visual effects.) It costs enough PP that you can't use it round after round, but since we don't need PP to charge up spellfire, it's not going to hurt to use it when it really counts. If appropriate, we can also use it to turn on Crown of Fire in a hurry. The Time Mantle's granted ability isn't useless, either: +2 to initiative never hurts, and the 1/day ability to delay damage can give Harror enough time to heal herself before soaking a nastier hit than she could normally take. (It's unlikely that you can use this ability to ready an action to absorb spells after they hit you—it does specify that you can't become resistant or immune to the damage in the intervening round—but it wouldn't hurt to ask your GM about it, just in case.)

Craft Dorje just gives us another method of charging up spellfire levels. Although they represent a minor expenditure of XP and gold (30 XP for a level 1 dorje), they aren't expensive at all by 18th level, and it can be nice to have batteries to use to charge spellfire above what we normally do. We aren't expecting to eat a dorje every encounter or even every day, but it's good to have the option of doing so when the need arises. Since Drain Charged Item only gives 1 spellfire level per charge drained, no matter what kind of charged item you're draining, there's not much point in making a dorje that's more expensive than level 1.

Wishlist and Alternatives:
With the Chair's ruling that magic items already on your person/in your grasp don't drain spellfire levels from you, Harror can make use of basic magic items just like everyone else. Naturally, a CON-boosting item is going to be incredibly valuable; more CON means more spellfire, so like every other Spellfire Channeler out there, Harror would love to have something to keep her CON as high as it can be, whether that's a basic enhancement bonus, an expensive Tome, or anything else. Basic defensive items (like magic armor and a Cloak of Resistance) never go amiss; if possible, it's a good idea to use mithril to get Harror's armor rating down to medium armor, so that she can use Endurance to sleep in it while still getting heavy armor AC bonuses. While Harror does a pretty good job of charging up her spellfire on her own, it never hurts to have a couple spare items to drain; items with a very high CL for their price, like Sovereign Glue (CL 20 for 2,400 gp) (assuming Sovereign Glue counts as permanent rather than charged—ask your GM), the Bag of Endless Caltrops (CL 9 for 800 go), the Censer of the Last Breath (CL 15 for 2,500 gp), or the Cornucopia of the Needful (CL 20 for 6,000 gp) are the best choice, but anything works. It is worth mentioning that Harror does have two maxed or nearly-maxed Craft skills, so with a bit of downtime, it shouldn't be too hard for her to earn the pocket change necessary to buy wands of 0th level spells to drain. (Psionic Minor Creation doesn't create permanent materials, but we're talking about using Craft normally, unless of course you encounter someone who is willing to pay you for a poison to use right away.) Fabricate makes this incredibly fast, but we don't have to wait for Fabricate to come online before we get some use out of Craft.

If Flaws are allowed, Harror benefits from putting Point Blank Shot and Precise Shot earlier (moving her other feats earlier as appropriate). She makes ranged touch attacks as her bread and butter, after all, so the sooner we can eliminate the penalties associated with firing into melee, the better.

The Magic Mantle does give Use Magic Device as a class skill. It is ambiguous whether it only grants it as a class skill to the class that gave us access to the mantle, or if it grants it as a class skill for good. If the latter, points could be swapped out of Craft: Carpentry and into UMD, if desired; Harror has enough tricks that she doesn't really need UMD (and touching magic items interferes with spellfire anyway), and it's nice to have another Craft skill for when Fabricate hits the table, but the option is there.

The Mind's Eye article that gives the Soulknife bonus feats instead of Psychic Strike also has an ACF that gives Soulknives Hidden Talent instead of Wild Talent at 1st level. Not all GMs are fond of Hidden Talent, so we didn't include it in the main build; however, if it is an option, it is a strict upgrade over Wild Talent, so it wouldn't hurt to take it. Detect Psionics (which doubles as Detect Magic, thanks to the Magic Mantle) is a good choice for the bonus power, but there is also some benefit to be had out of Dimension Hop, Vigor, or Mindlink.

Source List:
Ardent, Mantles, Practiced Manifester, Elemental Steward, Earth Walk, Anticipatory Strike: Complete Psionic
Soulknife, Wild Talent, Craft Dorje, Metaphysical Weapon, Psionic Minor Creation, Psionic Fabricate, Psionic Major Creation, Psicraft: Expanded Psionics Handbook/SRD
Soulknife Bonus Feat ACF: The Mind's Eye (http://archive.wizards.com/default.asp?x=dnd/psm/20070214a)
Ability Focus: Monster Manual/SRD
Spellfire Wielder, Spellfire Channeler: Magic of Faerun
Master of Poisons: Drow of the Underdark
Empower Supernatural Ability: Tome of Magic
Craft: Poisonmaking rules: Complete Adventurer
Human, all feats/skills not mentioned elsewhere: Player's Handbook/SRD

Image used ("Miss Behave, Belfast, May 2013 (10)" by Ardfern - Own work. Licensed under CC BY-SA 3.0 via Wikimedia Commons): https://commons.wikimedia.org/wiki/File:Miss_Behave,_Belfast,_May_2013_(10).JPG#/media/File:Miss_Behave,_Belfast,_May_2013_(10).JPG

Heliomance
2015-09-21, 02:24 PM
"Well, this little gnome has certainly been busy!"

"I haven't seen that many ingredients in a dish in a long time! But does the chef have the skill to pull it all together?"



Dinklesworth “Infartno” Powdersnow
CE Ice Gnome Swordsage 1/Warblade 2/Martial Rogue 2/Crusader 1/Binder 1/Spellfire Channeler 10/Devoted Defender 1/Thug Fighter 2
Dedicated to Ragnorra, Mother of Monsters


“Poor baby has a tummy ache, but mommy will make it all better.”

Four figures descended into the crater, the creeping unease growing with each passing moment. Tasked with striking down the Mother of Monsters and saving the world they pressed on grimly toward the place where the comet had come to earth, hacking through the warped perversions of life that Ragnorra had brought forth. However, when they had almost reached the center, they came upon something that stuck out as strange even among surroundings so alien and bizzare. Scattered about the glade were what looked like bushels of thin sticks, the butt end of each shaped by pushing some of the sticks further than others, into the mold of a gnomish face, grotesquely obese, but with its fat hanging over the hard features of an austere northerner. The face itself hovered a few feet above the scattered bushels, screwed up in pain and glowing like the midday sun. The gnome’s body was as obese as his face would indicate, and seemed to be straining against the armor he was wearing, and had been wearing for years judging by the raw red rashes at the edges where skin protruded.

“Could he be some sort of sacrifice? Maybe these sticks are kindling for a burnt offering.”

“Doesn’t seem they’d need it. I can feel heat coming off him from here.”

“Who the hell knows? We’ve got bigger things to worry about. We can come back and worry about the fat gnome when the world’s not ending anymore, assuming we live.”

“Ate the cold, but still it burns. Ate the cold, but still it burns.” The gnome was muttering in a pained whisper, his voice husky from either corpulence or some other, darker source. “Life… not… right… Needs fixing… Can’t… let you…” With that the gnome’s face relaxed, and a shimmering white bolt of flame shot out of his armpit, arcing into the face of the nearest party member.

“I see you’ve met Dinklesworth,” drawled the familiar voice of the Malshaper Cult Leader, who appeared next to the gnome. “He was born a natural conduit for the pure primal energy of magic, but most unfortunately, the imperfect design of creation makes the channeling of such powers volatile and incredibly painful. Most fortunately however, Ragnorra has come, and will now be bringing an end to the flaws of our existence.”

“Do you ever shut up?” A flurry of arrows rained down toward the cultist, but the gnome unexpectedly darted into their path, flickers of the white flame bursting forth to knock the shafts aside. A beam of green light followed but simply arced away from the cult leader to vanish into the massive gut of the armored gnome.

“About to blow!” the gnome cried, suddenly gleeful, and on cue, the cult leader danced back from his accomplice, just in time for Dinklesworth’s eyes to gleam red and another blast to burst from his sizable rear.

“It’s an imperfect art, using a living powder keg of pure destruction as a bodyguard, but we won’t have to worry about the logistics much longer, what with the world being about to end and all.”


Ability Scores32 Point Buy: 8 Str, 16 Dex, 18 Con, 8 Int, 8 Wis, 14 Cha
After Racial Adjustments: 6 Str, 16 Dex, 20 Con, 8 Int, 8 Wis, 14 Cha
Level 4: 6 Str, 16 Dex, 21 Con, 8 Int, 8 Wis, 14 Cha
Level 5 (Deformity (Obese)): 6 Str, 14 Dex, 23 Con, 8 Int, 8 Wis, 14 Cha
Level 8: 6 Str, 14 Dex, 24 Con, 8 Int, 8 Wis, 14 Cha
Level 12: 6 Str, 14 Dex, 25 Con, 8 Int, 8 Wis, 14 Cha
Level 15 (Deformity (Madness)): 6 Str, 14 Dex, 25 Con, 8 Int, 4 Wis, 14 Cha
Level 16: 6 Str, 14 Dex, 26 Con, 8 Int, 4 Wis, 14 Cha
Level 20: 6 Str, 14 Dex, 27 Con, 8 Int, 4 Wis, 14 Cha

Build Table


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Unarmed Swordsage 1
+0
+0
+2
+2
Concentration 4, Sense Motive 2, Knowledge (The Planes) 2cc, Knowledge (Arcana) 2cc, Spellcraft 2cc, Spot 1cc
Spellfire Wielder, Improved Unarmed StrikeB, Willing DeformityV
Discipline Focus: Weapon Focus (Shadow Hand)


2nd
Martial Rogue 1
+0
+0
+4
+2
Concentration 4, Sense Motive 2, Knowledge (The Planes) 2, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Martial Study (Crusader’s StrikeS)B
Trapfinding


3rd
Warblade 1
+1
+2
+4
+2
Concentration 6, Sense Motive 2, Knowledge (The Planes) 2.5, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Endurance
Battle Clarity (Reflex Saves), Weapon Aptitude


4th
Crusader 1
+2
+4
+4
+2
Concentration 7, Sense Motive 2, Knowledge (The Planes) 3.5, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
-
Furious Counterstrike, Steely Resolve 5


5th
Binder 1
+2
+6
+4
+4
Concentration 7, Sense Motive 2, Knowledge (The Planes) 4.5, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Deformity (Obese)V
Soul Binding (1 Vestige)


6th
Martial Rogue 2
+3
+6
+5
+4
Concentration 9, Sense Motive 2, Knowledge (The Planes) 7cc, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Shape Soulmeld (Vitality Belt), Martial Study (Moment of the Perfect MindC)B
Evasion


7th
Spellfire Channeler 1
+3
+8
+5
+6
Concentration 10, Sense Motive 2, Knowledge (The Planes) 7, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
-
Drain Charged Item, Increased Storage 2


8th
Spellfire Channeler 2
+4
+9
+5
+7
Concentration 11, Sense Motive 2, Knowledge (The Planes) 7, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
-
Improved Healing


9th
Spellfire Channeler 3
+4
+9
+6
+7
Concentration 12, Sense Motive 2, Knowledge (The Planes) 7, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Craft Wand, Weapon Focus (Spellfire)B
Increased Storage 3


10th
Spellfire Channeler 4
+5
+10
+6
+8
Concentration 13, Sense Motive 2, Knowledge (The Planes) 7, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Chosen of EvilV
Rapid Blast 2


11th
Spellfire Channeler 5
+5
+10
+6
+8
Concentration 13, Sense Motive 2, Knowledge (The Planes) 7.5cc, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
-
Drain Permanent Item, Improved Storage 4


12th
Spellfire Channeler 6
+6
+11
+7
+9
Concentration 13, Sense Motive 2, Knowledge (The Planes) 8cc, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Planar Touchstone (Monastery of Zerth’Ad’lun)
Flight


13th
Spellfire Channeler 7
+6
+11
+7
+9
Concentration 14, Sense Motive 2, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
-
Deflect Arrows, Improved Storage 5


14th
Spellfire Channeler 8
+7
+12
+7
+10
Concentration 15, Sense Motive 2, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
-
Rapid Blast 3


15th
Spellfire Channeler 9
+7
+12
+8
+10
Concentration 15, Sense Motive 3, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Alertness, Deformity (Madness)V
Crown of Fire


16th
Spellfire Channeler 10
+8
+13
+8
+11
Concentration 15, Sense Motive 4, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Change Weapon Focus from Spellfire to Dagger with Weapon Aptitude
Maelstrom of Fire


17th
Devoted Defender 1
+9
+15
+10
+11
Concentration 16, Sense Motive 4, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
-
Harm’s Way



18th
Thug Fighter 1
+10
+17
+10
+11
Concentration 19, Sense Motive 4, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Craft Rod
-


19th
Thug Fighter 2
+11
+18
+10
+11
Concentration 22, Sense Motive 4, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
-
Martial Study (White Raven TacticsW)B


20th
Warblade 2
+12
+19
+10
+11
Concentration 23, Sense Motive 5cc, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4
Slave to EvilV
Uncanny Dodge

B denotes a bonus feat from classes.
V denotes a bonus vile feat for being dedicated to an Elder Evil.
C denotes that the maneuver is being learned as a Crusader maneuver.
S denotes that the maneuver is being learned as a Swordsage maneuver.
W denotes that the maneuver is being learned as a Warblade maneuver.

ManeuversSwordsage

Level
Maneuvers Readied
Maneuvers Known
Stances Known


1
4
Charging Minotaur, Stone Bones, Step of the Wind, Counter Charge, Distracting Ember, Shadow Blade Technique
Child of Shadow


2
4
Charging Minotaur, Stone Bones, Step of the Wind, Counter Charge, Distracting Ember, Shadow Blade Technique, Crusader’s Strike
Child of Shadow


Warblade

Level
Maneuvers Readied
Maneuvers Known
Stances Known


3
3
Leading the Attack, Douse the Flames, Steely Strike
Leading the Charge


19
3
Leading the Attack, Douse the Flames, Steely Strike, White Raven Tactics
Leading the Charge

20
3
Leading the Attack, Douse the Flames, Steely Strike, White Raven Tactics, Order Forged From Chaos
Leading the Charge


Crusader

Level
Maneuvers Readied
Maneuvers Known
Stances Known


4
5(2)
Vanguard Strike
Iron Guard’s Glare


6
5(2)
Vanguard Strike, Moment of the Perfect Mind
Iron Guard’s Glare



Level 5As is so often the case with gnomish ingenuity, things start out looking a bit silly. You’re far from being a conventional martial adept. At this stage of life, Dinklesworth’s primary function is blocking things with his face and occasionally tossing a dagger, plinking with a crossbow, or using your racial Ray of Frost SLA for some piddling amount of damage. This is the best time to be a wall of meat though, and you’ve got some utility maneuvers and stances to help out, as well as a lot of HP. Get some miss chance as you run to get between your allies and the pointy sticks that would skewer them with Child of Shadow or make it harder for enemies to hit your pals with Iron Guard’s Glare (wield a kusuri-gama to gain reach while leaving a hand free to make ranged attacks with a dagger or crossbow, non-proficiency doesn’t matter as you’ll never attack with it). When enemies do come to attack you, turn them aside with Counter Charge, using small size and a decent Dex. You can also buff your allies slightly by way of the Leading the Charge or give them a flanking buddy even when you’re not there with Distracting Ember. We also pick up a level of Binder, and while we all know there’s only one reason for a one level Binder dip in the long term (well, two in this case, we’ll also need it to make Knowledge (The Planes) a class skill for a feat later on) for now you can bind Aym to deal a bit of damage to the people who attack you, or Leraje to use in conjunction with your ranged attacks. If up against an enemy spellcaster, Dinklesworth can also ready an action to catch targeted spells that they cast, giving him another way to protect his allies, and if given enough chances to do so, he’ll occasionally be able to nova with spellfire when an encounter really needs him to pull more weight in terms of damage output.

Note: Unarmed Swordsage was chosen because the description of Spellfire Channeler’s Deflect Arrows ability says “you gain the Deflect Arrows feat” and I wasn’t sure if it would work without meeting the prerequisites by RAW. Because Unarmed Swordsage gives you the Monk’s Unarmed Strike ability, which includes the Improved Unarmed Strike bonus feat, you get the feat as an Unarmed Swordsage, but if your DM says you don’t need the feat, you’re better off not trading away proficiencies for it.


Level 10If you picked up on the Idiot Crusader-lite setup and wondered where it was all going, here’s the first part of your answer. Dinklesworth now has Moment of the Perfect Mind readied all the time, and with his Concentration mod, he can make a Will save once per round trivially if need be. He’s also got Shape Soulmeld (Vitality Belt) further boosting that Concentration check, and ensuring that he’ll never fail the Constitution check that Improved Storage forces on him, even without getting his Con mod up to +9 (It’ll get there eventually with items, but there are a few levels where that +4 will be meaningful for something other than Concentration checks).

We also have Spellfire stuff, and what’s better, a means to fuel it. Because Drain Charged Item is a (Sp) ability, and doesn’t mention a caster level, it defaults to this rule (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities).
For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. So Dinklesworth has a caster level equal to his HD, and thus can meet CL prerequisites for Item Creation feats. The first such feat that we pick up is Craft Wand. Using Gnome racial SLAs to provide the spells, Dinklesworth can create wands of a few cantrip spells. Conveniently, Drain Charged Item doesn’t care about spell level or caster level, unlike Rod of Absorption-style Spellfire charging or Drain Permanent Item, so wands of 0th level spells provide a relatively cost effective way of charging spellfire, and keeping the monetary investment into the class down to a still nontrivial, but much more manageable level, leaving the majority of your WBL open to things like Con boosters and various other useful adventuring gear. So put that Con mod to work on offense instead of just defense and fire away with Spellfire, the tab’s being picked up.

We also now have Chosen of Evil, which for those of you who were wondering, is what the Naberius dip is for. It’s not all that important to our overall strategy as of yet, but so long as you can bear dropping a d6 of Spellfire damage it might come in handy as a means of boosting your ranged touch attack roll, and it will be an absolutely critical feat later on.


Level 15Now we’re really cooking with spellfire, so let’s break down what we’ve got here. First, the frankly painful investment in Knowledge (The Planes) finally pays off with Planar Touchstone (Monastery of Zerth’Ad’lun). The base ability is relatively minor, but getting hit less is nice I suppose, especially when magic or natural weapons making contact with your person can discharge spellfire. What we’re more interested in though is the Higher Order Ability. Up to once per day (depending on how often Dinklesworth can hitch a lift on someone else’s Plane Shift back to the Touchstone Site in Limbo), he can glimpse into the future of an enemy caster and, if they’re about to offer up a suitable spell, ready himself to swallow it as a free action.

More importantly, though, we’ve finally reached Improved Storage 5, which means that the effort to get Moment of the Perfect Mind as an Idiot Crusader maneuver finally really pays off. With his massive Con, the +4 from the Vitality Belt, and the issue of automatically failing on a 1 taken out of the equation, Dinklesworth can store 5*[Con score] spellfire charges indefinitely by continually. But it’s not just about making the save, it’s also about failing it when it becomes convenient (in combat, when the only targets within 30ft are enemies). From what I can tell, the thread as a whole and the chair seem to think that you can just willingly fail the save, but even if you need to actually fail it fair and square, Dinklesworth’s non-Moment of the Perfect Mind Will save is pretty crap even with the good Will advancement from the SI. When he gets Improved Storage 5 at level 13, his Will mod is 9-1=8, meaning he requires a 17 or better to pass. This gets down to a 16 at level 14, but from there, Dinklesworth’s 15th level Vile feat Deformity (Madness) tanks his Wis score for a -2 to the save, bringing the necessary d20 result up to an 18. If flaws are allowed, we might take a page out of Lil’ Brudder’s book from the OotBI round and take the Weak Will flaw to make it so only a 20 “succeeds.”

At any rate, willingly or unwillingly, you fail the save and fire off a blast, hitting a random target for [Con score]d6 Spellfire damage. This probably eats your standard action, since the Improved Storage ability says “in preference to any other action,” though if it doesn’t the build becomes a lot better. Since the expenditure was “involuntary,” you get to use Spellfire to actually make use of the Deflect Arrows ability, without neutering your blast in order to do so. However, if you can avoid losing more to deflected ranged attacks and accidental discharges from contact than 3+what you take in from absorbing an enemy spell via the Planar Touchstone trick, if anything (the nice thing about seeing the future is you know exactly how much you’ll take in in advance), then on the following turn, you can activate Chosen of Evil to take 1 Con damage, and so make what was previously 4*[Full Con Score]-3 instead be 4*[Damaged Con Score]+1, meaning you can fail another save to make another “accidental” blast at a random target within 30ft (if the “involuntary” blast doesn’t cost an action, and “in preference to any other action” merely means that it happens before you can take any other actions, you might be able to use Chosen of Evil to get the second “involuntary” blast on the same round as the first and still make a “normal” spellfire attack in the same round, and you’ll at least have a pretty good idea of whether you can spare the 10 charges to turn on Crown of Fire or some small number of charges on a weaker blast without spoiling things for your next turn). Naberius will heal the Con damage almost immediately thereafter as well, so that’s nice.


Level 20If you’re a little disoriented by the shift from “oddball D&D-style tank” to “living powder keg that allies should stay more than 30ft away from at all times and who doesn’t like being touched,” then these levels are for you, as they bridge the gap somewhat. Devoted Defender allows us to extend the Deflect Arrows benefit to an ally while they’re adjacent to you, and White Raven Tactics and especially Order Forged From Chaos help clear your allies out to a safe 30ft blast radius when Dinklesworth is about to be firing spellfire in a random direction or unload it on everything within 20ft (assuming that just flying away from them isn’t viable for whatever reason).

Thug Fighter is chosen for the extra skill points to catch Concentration back up to the maximum, as low skill points forced its abandonment on a few levels to meet prerequisites. If multiclass penalties aren’t an issue, then more Warblade is a better choice, as it gets one more new maneuver (probably Covering Strike, which you won’t use all that much, but at least seems to have use at range and might give a reason to use Rapid Blast against a group of AoO focused enemies, or, if you have to legitimately fail your save to make an “accidental” Spellfire blast with Improved Storage 5, Iron Heart Focus to more or less ensure failure by rerolling a high roll that would pass (this also requires that taking Punishing Stance way back at level 3 instead of Leading the Charge, but it was the stance that was going to see the least use anyhow)), White Raven Tactics and Order Forged From Chaos each a level earlier, and a new stance (probably Absolute Steel to help positioning relative to allies and so avoid friendly fire), while still getting the necessary skill points to catch up Concentration.

We also pick up Craft Rod in these levels. This is more or less the reason for being an Ice Gnome instead of the regular version. See, there’s an item in the MIC called the Rod of Frost. It’s not a particularly good item, but it’s a rod which has Ray of Frost as its only required spell, and which consequently is pretty cheap for its caster level (700gp and 56exp to create, caster level 9th). They aren’t as cost effective as cantrip wands (ignoring accidental discharge from touching an item to drain it, which seems mostly avoidable if you ensure that you start from a low spellfire level and remain in contact with all the items you wish to drain throughout the process, it takes roughly 700gp/rod÷ (187.5gp/wand)*50charges/wand÷4spellfire levels/rod/day=47 days to make up the gp cost of a cantrip wand with a Rod of Frost, which is enough to level around 14 times adventuring full time) but it does provide a permanent supply if you’re dealing with a lot of downtime (which will likely be necessary to craft the quantity needed to power Dinklesworth’s use of spellfire through an entire 4 encounter adventuring day) or want him to have one as a lieutenant to the BBEG (perhaps the timescale of the cultists’ plan is on the long side), which is how I would envision him being used.


UoSISo let’s break this down, and see how all the Spellfire Channeler abilities are being used.
Prerequisites – Spellfire Wielder is naturally, seeing play, with the standard means of Spellfire charging being bolstered by Planar Touchstone (Monastery of Zerth’Ad’lun)’s free action readied action 1/day so long as you can keep the higher order ability charged. Because of the awkwardness involved in using items with Spellfire Channeler, pretty much everything should be Sovereign Glued to Dinklesworth if it’s intended to be used long term, including the heavy armor which Crusader makes him proficient in, which means Endurance is pulling some weight as well.
Drain Charged Item – As a (Sp) ability without an indicated caster level, Drain Charged Item has a caster level equal to Dinklesworth’s character level, allowing him to qualify for Item Creation feats. In particular, we pick up Craft Wand, allowing us to use racial cantrip SLAs to create 0th level wands for cost-efficient Spellfire charging.

Improved Storage – The Vitality Belt ensures that Dinklesworth never fails a DC10 Constitution check, and Moment of the Perfect Mind as an Idiot Crusader maneuver means he never fails Will save that he doesn’t want to. When he does want to fail a will save he generally will, even if it’s ruled that he has to attempt the saving throw, and he can use Chosen of Evil to reduce his Con (and consequently the threshold value for where he can fire a full strength blast by failing a Will save) to get the advantage of the random full-power blast which doesn’t count against the maximum Spellfire expenditure for the round when at or near 4 times his normal Con score.

Improved Healing – Using self-crafted cantrip wands for spellfire fuel is more cost efficient on average than the classic store bought wands of Lesser Vigor (50 charges/wand*1d4+1 HP/charge÷187.5gp/wand=0.93333333 HP/gp on average for the spellfire method vs. 50 charges*11HP/charge÷750gp/wand=0.733333333HP/gp for the wand of Lesser Vigor. The fact that touching a friend to heal them incurs an accidental discharge screws this up somewhat, but as you generally heal after encounters, when your spellfire count is lowest, it’s less of an issue than it otherwise might be. Spellfire healing also circumvents the restrictions on Conjuration (Healing) spells from Ragnorra’s strong sign, which is conceivably important for a character dedicated to bringing about her coming.

Weapon Focus (Spellfire) – Warblade’s Weapon Aptitude lets us trade it in for Weapon Focus in a melee weapon to meet a prerequisite for Devoted Defender. If it’s ruled that only CWar and CArc PrCs can lose benefits by disqualifying themselves, then feel free to switch it back afterward.

Rapid Blast – Rapid Blast isn’t likely to be a go-to strategy, as it forces you to split up your Spellfire expenditure for the round. On the occasions where spreading out damage in a precise way is desirable, however, Chosen of Evil can mitigate the penalty to the attack roll for the second or third blast.

Drain Permanent Item – In a very long campaign, self-crafted Rods of Frost can be used to create a permanent supply of Spellfire energy at a reasonable degree of cost-effectiveness.

Flight – It’s probably not as cost-efficient as a Winged Mask (though I haven’t run the math, as it’s somewhat more complicated than some of the other calculations, as it depends on how much flight you actually need on a given day, so it’ll vary depending on various factors of the campaign), but flight does help with positioning on a character who alternately wants to be close to and far away from his allies. Also, the poor base speed of a gnome, and the fact that Dinklesworth will be encumbered pretty much all the time means that deriving flight from the Fly spell is a better choice than the Feathered Wings Graft that an evil character would usually go for.

Deflect Arrows – We’ve got Improved Unarmed Strike as a bonus feat, just in case it’s necessary to properly use deflect arrows (as it says that you gain the feat), actually end our turn with some of our spellfire for the round to spare on it due to our primary means of blasting being “involuntary,” and can also protect a specified ally with it while they’re adjacent to you using Devoted Defender’s Harm’s Way ability.

Crown of Fire – Occasionally your daily-ish glimpse into an enemy caster’s future via Planar Touchstone (Monastery of Zerth’Ad’lun) will tell Dinklesworth ahead of time that the Crown of Fire will be convenient (either as your free readied action, or even as your standard action), or that it won’t be, which will save spellfire charges that might otherwise be spent on it. At 20th level, Slave to Evil increases the SR by 5 to 37 against divine spells if Ragnorra’s sign is at least Strong.

Maelstrom of Fire - Anti-friendly fire abilities like Order Forged From Chaos can help set up Maelstrom of Fire, just like they do with randomly targeted discharges. There's also general spellfire optimization in the form of just having lots of Con to throw a bucket of dice down when using it.

Book of Vile Darkness – Deformity (Obese)
Elder Evils – Dedication to an Elder Evil, Ragnorra, Chosen of Evil, Deformity (Madness), Slave to Evil
Frostburn – Ice Gnome
Heroes of Horror – Willing Deformity
Magic Item Compendium – Rod of Frost
Magic of Faerun – Spellfire Channeler, Spellfire Wielder
Magic of Incarnum – Shape Soulmeld, Vitality Belt
Planar Handbook – Planar Touchstone, Monastery of Zerth’Ad’lun
Sword and Fist – Devoted Defender
Tome of Battle – Crusader, Swordsage, Warblade, Martial Study, Maneuvers
Tome of Magic – Binder, Vestiges

Everything else should be in the SRD.

Heliomance
2015-09-21, 02:26 PM
"Is... is he using Feather Fall to fly?"

"I think he is, yes."

"Surely there must be a rule against that?"

"Not that I can find.


Shmebulok

LN Stonehunter Gnome Incarnate 7/Dragon Shaman 3/Spellfire Channeler 10

Stats (with racial mods)
Str 8 (6)
Dex 14
Con 16 (18) (all increases here)
Int 10
Wis 12
Cha 16
Build


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Incarnate 1
+0
+2
+0
+2
Concentration 4, Knowledge (Arcana) 2, Spellcraft 2
Spellfire Wielder
Aura, Detect Chaos


2nd
Incarnate 2
+1
+3
+0
+3
Concentration 5, Knowledge (Religion) 1

Chakra Bind (Crown)


3rd
Incarnate 3
+1
+3
+1
+3
Concentration 6, Knowledge (the Planes) 1
Endurance
Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day


4th
Incarnate 4
+2
+4
+1
+4
Concentration 7, Spellcraft 3

Chakra Binds (Feet, Hands)


5th
Incarnate 5
+2
+4
+1
+4
Concentration 8, Spellcraft 4

Rapid Meldshaping 1/day


6th
Incarnate 6
+3
+5
+2
+5
Concentration 9, Spellcraft 5
Draconic Aura (Energy(Fire))



7th
Incarnate 7
+3
+5
+2
+5
Concentration 10, Spellcraft 6

Share Incarnum Radiance


8th
Dragon Shaman 1
+3
+7
+2
+7
Climb 2

Draconic Aura +1, Totem Dragon, Silver, Draconic Auras (Senses, Vigor, Insight)


9th
Dragon Shaman 2
+4
+8
+2
+8
Climb 4
Necrocarnum Acolyte
Skill Focus (Jump)


10th
Dragon Shaman 3
+5
+8
+3
+8
Climb 6

Draconic Adaptation (Feather Fall), Draconic Auras (Swiftness)


11th
Spellfire Channeler
+5
+10
+3
+10
Concentration 12

Drain Charged Item, Increased Storage 2


12th
Spellfire Channeler 2
+6/+1
+11
+3
+11
Concentration 14
Open Lesser Chakra (Shoulders)
Improved Healing


13th
Spellfire Channeler 3
+6/+1
+11
+4
+11
Concentration 16

Weapon Focus (Spellfire), Increased Storage 3


14th
Spellfire Channeler 4
+7/+2
+12
+4
+12
Heal 1, Spellcraft 7

Rapid Blast 2


15th
Spellfire Channeler 5
+7/+2
+12
+4
+12
Spellcraft 9
Open Lesser Chakra (Arms)
Drain Permanent Item, Increased Storage 4


16th
Spellfire Channeler 6
+8/+3
+13
+5
+13
Spellcraft 11

Flight


17th
Spellfire Channeler 7
+8/+3
+13
+5
+13
Spellcraft 13

Deflect Arrows, Increased Storage 5


18th
Spellfire Channeler 8
+9/+4
+14
+5
+14
Spellcraft 15
Open Greater Chakra (Waist)
Rapid Blast 3


19th
Spellfire Channeler 9
+9/+4
+14
+6
+14
Spellcraft 17

Crown of Fire


20th
Spellfire Channeler 10
+10/+5
+15
+6
+15
Spellcraft 19

Maelstrom of Fire


Backstory
Shmebulok was not selected by fate to lead an easy life. The community of Stonehunter Gnomes he lived in trained their young to quickly learn the magical arts they had mastered and those they had gained from the dragons. It was expected in the several decades of youth that a gnome had that he or she would pick up the foundations of magic. To do otherwise was odd at least, perverse at worse. Shmebulok possessed the small-scale innate magical talent that all gnomes did, but this did not extend to innate skill with sorcery, and he lacked the academic mindset to attempt to learn in the wizard academy. Like many gnomes he did not have the dedication required to enter the clergy. His early years were marked by uncertainty as he tried to find his place in the system. A bizarre occasional failure to receive the effects of spells cast by others only deepened his problems.

Eventually in desperation Shmebulok turned to the wizened elder who lived near the edge of town, ignored or downright shunned by most of the community for being not all there. The old gnome was receptive to the young one’s plight, and offered to school him in the rare art of soul-channeling. Shmebulok learned to accomplish tasks beyond the skill of most by harnessing the power of the many long dead who possessed knowledge beyond even some of the dragons. He was a natural, and his exceptional hardiness meant he could withstand the strain of harnessing several types of souls. Shmebulok attempted to show his talent to the rest of the community, but was not well received. Gnomes and copper dragons both are well known for their constant humor in all things. For Shmebulok this unfortunately meant that they used him as the whetstone to sharpen rapier wits. He heard many a barb that he was so incompetent he needed help from the ancestors just to clothe himself (and poorly by Gnomish fashion standards). Needless to say it didn’t go over well.

His next attempt was to learn from the rather unorthodox magic users known as the dragon shamans. They were given a modicum of respect in the Gnomish community, so Shmebulok hoped he could at least get by with these semi-outcasts. He learned the foundations of their magic well enough but found their devotion unnerving, especially having lived in cohabitation with dragons for so long. He thought of them as neighbors, not godlike beings to follow and imitate. It would seem obvious that he should choose the copper dragon as his totem, aligning with the fractions of copper dragon blood mingled with his. It indeed was obvious, to all but Shmebulok. As a shaman of the silver dragon he found no more respect in his community, in fact finding less when he could not replicate their distinctive parlor trick of slowed falling, though it was not from lack of trying. Shmebulok counted his small blessings that he did not bruise easily as he treated many a scraped knee.

He eventually abandoned his community and with it his hopes of gaining respect in search of yet another system of magical training, one even the elder dragons had barely heard of. Yet with enough time Shmebulok found the elusive channelers of spellfire, and convinced one or two to teach him some of the basics. He learned that the spellfire could not be generated from within, but could only arise from draining the power from other forms of magic; it was limited in generation but potent in effect. With his half-schooling in several disciplines Shmebulok saw the power that lay in its correct applications. Through his studies of the spellfire he never retained his guidance from the ancestors, and he never gave up on his attempts to master the slowed fall, though it earned him nothing but scrapes and soreness, at least until one day when he hurled himself once more at the ground and simply…missed. Just like that he found himself not only slowing his fall but erasing it completely, moving through the air with only the slight exertion of will. Shmebulok laughed with sheer glee and swore he wouldn’t touch ground again unless he absolutely had to.

He returned to his hometown some time later, brimming with the immense power he had gained from the synthesis of his multiple magical trainings, burgeoning with the burning force of spellfire, the guidance of the ancestors, the secrets of the dragons, and the twisted soul power of the dead. The community reacted with fear and outrage, decrying his power as wrong. They demanded to know how an Incarnate of Law could combine forms of magic in ways no gnome was meant to consider. He gleefully told them to show him the code of law or religious text that forbid it, knowing there was none. For once he was the one making the joke, and he didn’t care that he was the only one laughing.

Level 5
Incarnate brings a lot of options to the table, and nearly all of them will be useful for a very long time. You certainly can start absorbing spells at this point but I wouldn’t count on it yet. Feel free to wear medium armor since it doesn’t interfere with anything and you can’t bind to your soul. A shield might be nice if you feel like it, your choice. High Con and temporary hp from the Vitality Belt will keep you alive in the in fights. To up your durability even more, shape the Astral Vambraces for up toDR 4/magic. For now in terms of offense rely on dissolving spittle, you can deal a healthy 2d6 acid with a ranged touch attack; boost the damage with sighting gloves if it suits your fancy. You may invest in Mantle of Flame at low levels when everyone trades blows, it’ll make fights go much faster by damaging those that hit you. Airstep Sandals may provide you with crummy intermittent flight, or they may provide you with a (highly useful) means of hovering. Interpretations vary, so talk with your DM.

Being Dragonblooded means you have access to the draconic soulmelds, notably the Elder Spirit and Dragon Tail. Elder Spirit’s enough to let you try UMD checks, about as well as anyone. Rapid Meldshaping lets you undo a poor choice; take care as you cannot bind the new meld.
Level 10
Incarnate pairs well with more incarnate, and then to make things interesting we add dragon shaman. Incarnate now has 2 chakra binds and share incarnum radiance, which will be more useful later since Lawful radiance boosts melee attacks. Necrocarnum Acolyte unlocks the sweet necrocarnum melds for your access. Most are pretty good, of special note are Vestments (for more temporary hp) and Circlet (for zombie minions).

Before we enter dragon shaman we’re going to game the system a bit. The draconic aura feat gives you an aura as if from dragon shaman, but with a slightly different list and keyed off of character level for dragonblooded characters. The one I’ve chosen is Energy (Fire) which boosts the DC of any ability that deals fire damage, which will come into play later. Had we taken this as a dragon shaman aura it wouldn’t scale and would have to be cold. It is unclear if you can have this aura and an aura from dragon shaman up at the same time. If yes, great, but if no, that’s ok.

Dragon shaman, eh? What are we doing with that, you might ask? A bit of general utility, but also setting up the SI to become actually somewhat useful. First auras, I’ve selected senses, vigor, insight, and swiftness. Senses boosts spot, listen, and initiative so keep it up when exploring. Vigor gives fast healing, so benefits you and your zombies. Insight is an alternative aura from dragon magic, as is swiftness. The first boosts spellcraft and *all* knowledges so good for downtime, the second boosts fly speed you get from the class (also swim speed when you have one). The bonus is 1, but it still helps for all the stuff it covers. You only get one at a time and you switch with a swift, meaning you can’t change that and reallocate essential the same round so choose wisely. Skill focus climb helps you climb trees to jump from until flight comes online.

Now let’s talk the main reason why I added dragon shaman. Silver totem dragon gives you feather fall targeting yourself at will. It is a spell-like ability so takes the same amount of time to cast as the spell, an immediate action. I think you can see where this is going. Climb a tree 5 feet up, ready an action to absorb a spell. Let go, begin falling, and activate feather fall. Feather fall gets absorbed as you can absorb spell like abilities. Fall the remaining distance and take no damage since falling damage is per 10 feet. Repeat this process until you are full, gaining 1 spellfire level each time. Some (though I doubt many) might say you take damage as if you fell 10 feet; you can deal with this. The 1d6 is nonlethal because it was an intentional fall, so burns off quickly. If astral vambraces apply to this damage then it can be ignored. From this point on spellfire blasts are your best bet for main offense. Here the energy aura comes in. Spellfire blasts deal half fire damage, so the ref DC for half is increased, +3 right now, +5 by level 20.
Level 15
Now it’s time to get down to the brass tacks of it. The SI does a number of things, and with infinite spellfire levels at your fingertips it can be some fun. Weapon Focus helps blasts hit (though it shouldn’t be too hard being a ranged touch attack). Rapid blast to shoot 2 blasts as a full round action is useful, especially at lower penalty than attacking with iteratives. Don’t bother being conservative with your blasts, since you can charge back up to full with some downtime. Draining charged and permanent items is pretty similar, the errata specifically only applies to permanent. If you want to drain items, use your Dragon Tail. The first reason is that it leaves your hands free to do other things. The other is a bit shakier. The Dragon Tail you shape isn’t really you, merely solid soul energy. This may mean that no spellfire energy is stored in it. If so, it means you can drain items while partially charged without fear of setting off flare spells and losing accumulated charges. Don’t be afraid to use up your incarnate radiance to make it hit, Law boosts melee attacks.

When using healing, there’s some juggling that will have to happen. Much of your health will be in temporary hitpoints from Vitality Belt and Necorcarnum Vestments. Your fast healing from Vigor only kicks in at below half, and removing essential from the above can cause this to happen. Only when you’ve healed as much as you can from this means should you use spellfire to heal up to the rest. You have infinite, but no need to be wasteful You may be tempted to use therapeutic mantle with this, but it’s a little odd how they’d interact since it refers to level. If you can just use spellfire level for level of spell or effect then it’s a useful meld. If not just ignore it. Note that your healing spellfire also works on undead from your circlet so use away.

You’re going to want to charge up at the beginning of the day and in the downtime after every battle because it’s so easy. Holding extra spell levels raises issues but you have ways around them.
At 4x Con you’ll have to make a DC 10 Con check every minute. Your Con mod at this point is above 5. Vitality Belt gives a +4 bonus on Con checks. Together they ensure success. Touching objects can potentially be avoided by using the tail if the DM gives the go ahead. The concentration check is only required when you shape and bind melds (aka the beginning of the day) so should only really matte for reshaping. All the same, you have 16 ranks and a +4 bonus on Concentration checks (again Vitality Belt) means this is also trivialized.

Open shoulder gives you some potent binds, like 50% fortification and the ability to blast an area with mantle of flame (another place the energy DC boost applies). Some say these feats give you additional binds, not just chakras to bind to, so ask your DM

Open arms lets you share bluesteel bracers init bonus with zombies, but also can give you anything from List A for astral construct menu, which adds important variety and things like swim speed.
Level 20
Now it all gets better. The first big advantage is flight. It’s pretty affordable, especially since your charging is infinite. When you need to go faster switch to Swiftness for a boost. Deflect Arrows is useful since you shouldn’t be on the ground like ever so you can get protected against ranged weapons. You can also charge up spellfire midflight, just drop a bit and absorb the feather fall then resume flight. It makes charging quite easy. Rapid blast 3 means even more blasting. You should use high strength blasts since you only need your charges to last until the end of the battle. Crown of fire is a great defensive tool if you’re feeling really attacked, it’ll last a full combat or two when you’re fully charged.

At this point you can now hold 5XCon, which brings new challenges. The DC to concentrate is now 25, but you can still make that 100% of the time due to ranks, con, and the Vitality Belt. When charged to the highest tier you need a DC 25 will save to not pop off a blast every round, which sounds a bit daunting. Fear not, you’re covered. Your base will save is 15, +1 from wisdom, +5 from fully invested enigma helm (using expanded soulmeld capacity) for a total of 21, meaning a very high success rate. An item to boost your will saves directly or through wisdom would certainly be appreciated (only 23 is necessary since you fail on 1 anyway) but not strictly necessary.

Maelstrom of fire is just straight up hilarious. At 20th level you can store 5XCon spellfire levels, so 5X23=113 d6 damage, Ref save DC 28, which is reasonably high, enough to condemn meaty brutes. Then once it’s out of your system you can start the cycle all over again.

Open waist gives a number of great effects like reduced ability drain, immunity to con drain and damage, or in the case of Dragon Tail, reach. This is of particular interest because it means you can use it to make melee touch attacks while remaining out of most people’s melee range if you need some magic items to recharge.
Sources
Incarnate, Shape Soulmeld, Necrocarnum Acolyte, Open Lesser Charka, Open Greater Chakra: Magic of Incarnum
Stonehunter Gnome, Draconic Aura, Draconic Melds: Dragon Magic
Psychic Melds: Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a)
Dragon Shaman: Player’s Handbook II
Spellfire Channeler: Magic of Faerun
Endurance, Weapon Focus: srd

Heliomance
2015-09-21, 02:35 PM
"Has... he used orc meat in that dish?"

"He has. I hope it turns out well for him, it's not a taste for everyone. We'll have to see what the judges think!"



Red Stag, the Sin-Eater
CE Frostblood Half-Orc Wilder 4/Dragonfire Adept 1/Spellfire Channeler 9/Anarchic Initiate 6
"I can take it all away."
http://images.wookmark.com/10105_tumblr_ll36hnnQzI1qcolt7o1_500.jpg
”Among the warring orc tribes of the North, there is one with a unique practice. While most are savage and brutal, turning on members of their own clan for warmth or food, the Frostbloods have a unique practice to maintain tribal unity: Sin Eating. This barbaric practice gives an indication of the true savagery only orcs are capable of, but it also belies a beating heart of compassion somewhere within these evil creatures.

Each generation, one orc is selected to take on the mantle of the prior Sin Eater in hopes of averting the anger of Gruumsh and keeping his watchful Eye over the tribe. At birth, a piece of steak is forced into the mouth of the newborn selected to be the Sin Eater by the orc who currently holds the position. If he chokes to death, the current Sin Eater continues in his role and performs the child’s funeral. If he survives, the infant is named as the new Sin Eater. The orc who currently holds the position becomes his father, training the younger one until the older orc dies. In his youth, a Frostblood Sin Eater must carry the torch for any expeditions and tend the fire in the camp at night. As he grows, though, the Sin Eater takes on his other rites and rituals.

Foremost is the performance of funeral rites. The Sin Eater shares a prayer with the tribe, then cuts off and cooks a piece of meat from the deceased orc. Solemnly, he eats it as a symbol for taking the sins of the dead orc onto himself. According to orcish belief, this is done to allow the deceased orc to be free from iniquity and enter into the afterlife rather than haunting their ancestral mountains. Once any additional meat is salvaged for the tribe, the corpse of an orc is ceremonially unclean, so it falls upon the Sin Eater to haul the remains up the mountain away from camp. This act makes the Sin Eater unclean himself, so he must then sleep outside the camp alone for 7 days until he is cleansed. Abhorred by villagers as a thing unclean even after cleansing, the life of a Sin Eater is a lonely one. They often live as a rule in a remote place on the outskirts of the camp, entirely without close family.

Another function of the Sin Eater is to prevent the use of unholy magic. Taboo among the tribe, magic is thought to be reserved only for dragons. Though the frostbloods have draconic blood in their veins, they view it as their mission to prevent any non-dragons from using the magic that belongs to their ancestral lizards. As such, the Sin Eater learns deep breathing techniques that allow him to “swallow magic.” Some legends hold that more experienced sin eaters can swallow magic even from relics and other items, then use it to heal their brothers in the tribe or destroy their enemies. These accounts are unverified.

What we can verify from historical accounts, eyewitness interaction, and archeological record is that the life of the Sin Eater would often end just as savagely as it began. In battle, Sin Eaters would often charge into the fray first, despite the fact that they were often the weakest members of their tribe. Whenever the remains of a potential Sin Eater have been uncovered, they have been surrounded by a deep, searing crater indicating a fiery death. Turning to the histories of their enemy factions, we read that Sin Eaters would often place themselves in harm’s way to protect their brethren and “swallow magic” from their enemies until they eventually exploded in a shower of fire and viscera. A few unsubstantiated accounts suggest that one such Sin Eater, Red Stag, even learned forbidden magic--forever cementing his fate as someone who could not enter the afterlife, according to orcish beliefs--just so he could always have a supply of magic to swallow and use to protect his tribe.

It is difficult to corroborate these accounts, as the Frostblood orcs of the North are unfriendly to outsiders. Even among themselves, they do not write of or discuss their Sin Eaters, so it is impossible for anyone outside the tribe to know who the Sin Eater is at any given time. Perhaps one could look for the orc who stands apart from the others, sadness in his heart and fire in his eyes. But this is simply conjecture, and I digress.”

-Reglas P. Ignelia, elven historian, in “On the Orcs”

Stats
StatPoints SpentBaseRaceLevelsAgeOtherTotalMod
STR08200010+0
DEX0800008-1
CON1016040020+5
INT614-200012+1
WIS614000014+2
CHA1016-210015+2
Levels
LevelClassBABFortRefWillSkillsFeatsClass Features
1Wilder 1+0+0+0+2Autohypnosis 4, Bluff 4, Concentration 4, Intimidate 1, Knowledge: the Planes 1 (cc), Knowledge: Psionics 4, Psicraft 1Spellfire Wielder, Endurance (racial), Good Karma (Flaw: Noncombatant)Wild surge +1, psychic enervation
2Dragonfire Adept 1+0+2+0+4Autohypnosis 4, Bluff 4, Concentration 4, Intimidate 1, Knowledge: Arcana 2, Knowledge: the Planes 1, Knowledge: Psionics 5, Psicraft 1, Spellcraft 2Dragontouched (B)Breath weapon 1d6, least invocation (Endure Exposure)
3Wilder 2+1+0+0+5Autohypnosis 4, Bluff 4, Concentration 6, Intimidate 1, Knowledge: Arcana 2, Knowledge: the Planes 1.5 (cc), Knowledge: Psionics 6, Psicraft 2, Spellcraft 2 Linked PowerMantled Wilder (Guardian Mantle) with Substitute Powers
4Wilder 3+2+1+1+5Autohypnosis 5, Bluff 4, Concentration 7, Intimidate 1, Knowledge: Arcana 2, Knowledge: the Planes 2 (cc), Knowledge: Psionics 7, Psicraft 3, Spellcraft 2Wild surge +2
5Wilder 4+3+1+1+6Autohypnosis 5, Bluff 5, Concentration 8, Intimidate 1, Knowledge: Arcana 2, Knowledge: the Planes 2.5 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Surging euphoria +1
6Spellfire Channeler 1+3+3+1+8Autohypnosis 5, Bluff 5, Concentration 9, Intimidate 2, Knowledge: Arcana 2, Knowledge: the Planes 3 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Psionic Meditation, Alertness (B)Drain charged item, increased storage 2
7Spellfire Channeler 2+4+4+1+9Autohypnosis 5, Bluff 5, Concentration 10, Intimidate 3, Knowledge: Arcana 2, Knowledge: the Planes 3.5 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Improved Healing
8Spellfire Channeler 3+4+4+2+9Autohypnosis 5, Bluff 5, Concentration 11, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 4 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Weapon Focus: spellfire (B)Increased storage 3
9Spellfire Channeler 4+5+5+2+10Autohypnosis 5, Bluff 5, Concentration 12, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 5 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Practiced ManifesterRapid Blast 2
10Spellfire Channeler 5+5+5+2+10Autohypnosis 5, Bluff 5, Concentration 13, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 6 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Drain permanent item, increased storage 4
11Spellfire Channeler 6+6/+1+6+3+11Autohypnosis 5, Bluff 5, Concentration 14, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 7 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Flight
12Spellfire Channeler 7+6/+1+6+3+11Autohypnosis 5, Bluff 5, Concentration 15, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 8 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Psicrystal Affinity, Deflect Arrows (B)Increased storage 5
13Anarchic Initiate 1+6/+1+6+3+13Autohypnosis 5, Bluff 5, Concentration 16, Intimidate 8, Knowledge: Arcana 2, Knowledge: the Planes 8, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Chaotic surge
14Anarchich Initiate 2+7/+2+6+3+14Autohypnosis 5, Bluff 5, Concentration 17, Intimidate 12, Knowledge: Arcana 2, Knowledge: the Planes 8, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Anarchic Grace
15Anarchic Initiate 3+8/+3+7+4+14Autohypnosis 6, Bluff 5, Concentration 18, Intimidate 15, Knowledge: Arcana 2, Knowledge: the Planes 8, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Steadfast DeterminationWild Surge +3
16Anarchic Initiate 4+9/+4+7+4+15Autohypnosis 8, Bluff 5, Concentration 19, Intimidate 17, Knowledge: Arcana 2, Knowledge: the Planes 8, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Clarity of Confusion
17Anarchic Initiate 5+9/+4+7+4+15Autohypnosis 9, Bluff 5, Concentration 20, Intimidate 19, Knowledge: Arcana 2, Knowledge: the Planes 9, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2--
18Anarchic Initiate 6+10/+5+8+5+16Autohypnosis 10, Bluff 5, Concentration 21, Intimidate 21, Knowledge: Arcana 2, Knowledge: the Planes 10, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2Epic Spellfire WielderChaotic breach, minor
19Spellfire Channeler 8+11/+6/+1+9+5+17Autohypnosis 10, Bluff 5, Concentration 22, Intimidate 22, Knowledge: Arcana 2, Knowledge: the Planes 10 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 3Rapid Blast 3
20Spellfire Channeler 9+11/+6/+1+9+6+17Autohypnosis 10, Bluff 5, Concentration 23, Intimidate 23, Knowledge: Arcana 2, Knowledge: the Planes 10 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 4Crown of Fire
Psionics
LevelPowers KnownPPMax Power LevelML (surging)
1Vigor21st1 (2)
221st1 (2)
3Synchronicity61st2 (3)
4111st3 (5)
5Share Pain172nd4 (6)
6172nd4 (6)
7172nd4 (6)
8172nd4 (6)
9172nd8 (10)
10172nd8 (10)
11172nd8 (10)
12172nd8 (10)
13252nd9 (11)
14Energy Burst353rd10 (12)
15463rd11 (14)
16Schism584th12 (15)
17724th13 (16)
18Psychofeedback885th14 (17)
19885th14 (17)
20885th14 (17)
1-5: Offensively, right off the bat you can hold a spellfire blast of up to 20d6. Dragonfire Adept lets you absorb the magic from your invocations at a rate of 3 spell levels per casting, thanks to Endure Exposure. Granted, the problem is usually that you can’t ready an action AND cast a spell, but Linked Synchronicity takes care of that for us. Round 1 you can manifest to ready an action (even an unspecified action), and then in Round 2 it manifests itself again without using your action. Thus, you can ready an action to absorb Endure Exposure and then invoke it for an instant gain of 3 spellfire levels. Also, you can fire off 1d6 breath weapons to catch mooks in the area. Defensively, the ability to heal 40 hp at level 1 is nothing to sneeze at. But you can also stop your allies from getting hurt in the first place via Guardian Mantle and Good Karma. You can ready an action to absorb spells (or use Synchronicity), then use your immediate action to activate either of these abilities. You intercede on behalf of your ally AND you absorb the spell energy even if the enemy decided not to target you. Just keep your friends close. In terms of powers, we’re basically constructing a Spellfire/Sin Eating “submantle” using the Guardian mantle’s granted power. We snag Vigor for boatloads of temporary HP and Share Pain to take on some of the burden of others. Thanks to a +2 Wild Surge, we’re doing it at a full ML of 5. In terms of utility: Synchronicity isn’t just about readying an action to absorb, but being able to ready an unspecified action. Basically, you get to see your opponent’s cards before you have to play your own! On the skill front, we’ve got some ranks smattered across the board. Bluff & Intimidate help socially, Autohypnosis gives us some unique options, and we’ve got a tiiiny bit of a few different knowledges as well as Psi/Spellcraft to identify spells & powers you’re absorbing (or not wasting an action on trying to absorb if they’re not qualifying spells/SLAs).
6-10: Psionic Meditation allows our Linked Synchronicity/ready unspecified action combo to pop off more frequently, as you can regain focus as a move action, manifest as a standard action to absorb or whatever, then next round just repeat with whatever other standard action you want! Your move action regains your focus so you’re ready to go again! This also works defensively to power up for Guardian Mantle. Aside from that, you enter into the Secret Ingredient ASAP—see below for more on how we use everything that gives us.
11-15: Again, the Secret Ingredient is providing offensive oomph—see below for more details on how we’re blasting fools at this level. Energy Burst also comes online, which is our huge damage dealer. Our wild surge also advances to +3, which is nothing to sneeze at in terms of free power points and augmentation, but Chaotic Surge can also empower or maximize that! Defensively, Psicrystal Affinity is online, increasing our Concentration checks even further for purposes of staying fueled up, becoming psionically focused, or simply staying focused on manifesting. Now we can Share Powers like Vigor and Share Pain. It’s an oldie, but it’s a goodie as it allows a d4 HD class like psions to tank effectively. Since Spellfire Channelers are in the same HD boat, this can help keep us alive. By ECL15, that’s 70 free HP for us and for our psicrystal. Add in Shared Pain, and it’s like you just bought yourself 140 HP for 1 feat and 2 powers. Steadfast Determination finally comes online; more on that under UoSI. Between that and your items, you’ve now got the option to use CON on all 3 saves, and you can’t fail any of them if you roll a 1. Granted, there’s limited use on the Fort & Reflex options, but still worth mentioning.
16-20: It’s all about Schism, baby! Now you can manifest schism and have a second mind to take care of our linked synchronicity shenanigans. Granted, the Schism’d mind only has a manifester level of 6, but that’s all we need for Linked Synchronicity with two unspecified readied actions! In Round 1, we schism with linked Synchronicity. Round 2 is a move action to regain focus, a schismed action to manifest whatever you want AND a regular standard action (charging up some more spellfire via invocation or draining items, maybe?) as your linked Synchronicity goes off to allow you an unspecified readied action (like readying to absorb unless something more important happens). Round 3 is a move action to regain focus, a schismed action to manifest Synchronicity linked to Synchronicity, AND a regular standard action to use as you see fit. Lather, rinse, repeat, and season to taste depending on whether you want to manifest, charge up spellfire, or use the stuff. Defensively, Psychofeedback allows us to boost our CON to monstrous levels as described under UoSI, but it’s also worth mentioning that we can boost our CON just to grab a bucket of HP if we’re getting low or we can boost our DEX if we need to increase our AC. The real star remains Synchronicity, as we basically always have an unspecified action readied “just in case.” One action you can ready (or use whenever) is your new ability to make up to 6 chaotic breaches per day. Absorbing magic that targets you is fun, but the eternal question is—“what if they don’t target you?” We’ve got Guardian Mantle and Good Karma for that, but there are more spells & powers out there. This is where Chaotic Breach is handy. While you won’t be able to absorb spells from this, you can really stymie opposing manifesters, casters, or creatures with Psi/Spell-Like abilities. It’s a radius spread you can use at range, so you can drop it on your foes without harming your friends. It creates Wild Magic results, which are always fun. The interesting thing is, Supernatural abilities are excluded. So if you really want to wade into the fog of war (which you can do as a tank), you can continue using your Spellfire without fear. In terms of utility, Psychofeedback is really helpful in a wide variety of applications, so should you find yourself in an odd pickle, ask yourself if boosting an ability score would help. Choose carefully, though, as ability burn is no joke (and we mostly want to tank other scores to supercharge our CON).

Requirements: Endurance is snagged for free based on our race selection, and we use it to qualify for Epic Spellfire Wielder as well as Steadfast Determination (which helps us autosucceed on our saves for maxing out increased storage). This race also boosts our Constitution, which directly increases the amount of spellfire we can contain at any given time. Concentration is not only maxed, but overclocked via the synergy bonus from 5 ranks in Autohypnosis & the single-minded psicrystal personality. We use those Concentration ranks by qualifying for Psionic Meditation, as well as picking up maneuvers via our gear, translating them into Fort & Reflex saves at +35 by 20th level which don't fail on a roll of 1 (much like our monster Will save).
Drain charged & permanent items: As far as charged items go, there's an interesting caveat in the text that each charge is converted into a single stored spellfire energy level. So trading in charges of fireball would be a bad investment, but wands of 0-level spells actually give you a return on your investment. For only 375 gp, you get 50 spellfire levels (about 7gp per level)! As far as permanent items go, Universal Solvent is even cheaper for you. This CL20 material comes at a cost of 50gp per application, which means you can get 10 levels of spellfire for about 5 gp each! Also, getting 10 levels of spellfire as a standard action is about the best return I could find anywhere, short of absorbing epic spells. Keep some on hand when you're running low and need to charge up in a hurry.
Increased storage: We start with as much CON as we can muster and a race that provides a bonus to it, then we plug away at it through our level-ups. At ECL6, this feature boosts our capacity to 34, 54 @ 8, 72 @ 10, 95 @ 12, and 115 at 18. With Psychofeedback, we can tank our other ability scores in order to boost up our CON. With the stats above, we could move up to 17 points from other ability scores into CON for a max CON score of 36. With Epic Spellfire Wielder, that means up to 200 stored spellfire levels, and we can fire off up to 40 per round! If you stay stocked at (4CON+1) to 5CON spellfire levels (easy, given our options) you can use your monstrous Will save from Steadfast Determination to keep from letting out a random blast (as you'll autosucceed by 20th level)...or you can chat with your DM to see their position on voluntarily FAILING that save. Just be a good sin eater and make sure you have no friends within 30 feet before releasing all 200d6 damage, ok? According to the SRD:

A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.
That may only apply to spells and not Ex abilities like Increased Storage. Flavor-wise, you can provide light to your allies (which, among orcs, is like saying you can provide nails down a chalkboard). If you stay fueled all the way up, you can also provide palpable heat which is very useful in an arctic environment like one in which Frostblood orcs may find themselves. Very fitting for a sin eater, feeling constant pain so your tribe can feel temporary warmth.
Improved healing: If you can make any room in the build for a feat like Empower or Maximize Supernatural Ability, this class feature becoms a bit more useful since it changes your flat 2hp/level healing into a variable 1d4+1. However, given the limited times/day of the feats that affect supernatural abilities, it was skipped. Instead, we're using the ability as stated on the tin. The only real optimization we've done is the ability to burn up to 40 spellfire levels per round, giving you an average of up to 120 hp healed in one go.
Weapon Focus (spellfire): Let's not sugar-coat it; Red Stag's BAB is bad. Therefore, any boost we can give that helps. Weapon Focus may only be a +1, but the good news is that it stacks with our Surging Euphoria from being a Wilder to provide +2 to attacks as well as +1 to the damage from our spellfire. We also get a +1 to saves like the one to not explode all of our spellfire in one go.
Rapid blast: We're already at a disadvantage in terms of BAB, so it's really great news that we're going up against touch AC. All the way through, touch AC is still easily reachable for us according to this table (http://www.giantitp.com/forums/showthread.php?172050-3-5-Average-Monster-Stats). Average touch AC from start to finish for monsters is around 10.87 so fire away with reckless abandon! The great news is that the -2 penalty for our second blast is perfectly counterbalanced by our bonuses from Weapon Focus and Surging Euphoria. If you really want that third blast at -4, potions of Reduce Person provide a few quick bonuses or you could spend some cash on Gloves of Dexterity. If it means that much to you, you could also use Psychofeedback to bump up your DEX.
Flight: Let's face it, what a Wilder lacks is a large number of powers known. So we really don't want to spend a power known on necessary mobility if we don't have to. Also, for psionic characters, the powers that enable you to fly are a little more restrictive than spells are on the magical end. Instead, we can convert some of our spellfire into flight. It doesn't hurt that we have a constantly available source of spellfire levels between our cheapo magic items and our never-ending supply of Endure Exposure SLA.
Deflect Arrows: Once they wise up and stop shooting magic at you (you'll just eat it), your opponents will switch to mundane arrows. Bat them away with Good Karma from Completje Scoundrel! Usually, if it hits you you're stuck taking 150% damage. But not Red Stag; if your ally is about to get zapped by a spell, you can absorb it instead of taking damage at all. If your ally is about to get a face full of arrow, you can deflect it and not worry about any damage at all!
Crown of fire: Usually daylight isn't an orc's friend, but we don't care about that thanks to our Sundark Goggles. You get solid damage reduction, so you can keep using Guardian Mantle to protect your pals with even more security. SR32 can also mean PR32, depending on whether your game uses magic-psionics transparency (which is the default rule). Granted, you have to burn 10 spellfire levels per round, so that means you can have this last for up to 20 rounds without having to refuel. Luckily, you're refueling during combat given our tricks.
Why only 9 levels?!: Yes, we miss out on maelstrom of fire for a 20-ft radius spread of up to 40d6 (with Psychofeedback) at DC 22. However, we gain Energy Burst which allows us greater versatility with the damage type and a radius twice as wide. Instead of dealing an average of up to 120 damage (with Psychofeedback), you'll deal less damage (about 75.75 avg), but you've got a chance to deal up to 34d6+17 fire damage (avg 119) via Chaotic Surge without expending any spellfire levels AND it comes at a higher save DC (which you can switch between Fort or Reflex based on energy type). If you have foes with fire resistance or immunity, you can change the energy type each time you manifest! It's almost like you get a better class feature by NOT completing Spellfire Channeler...
Sundark Goggles: Given your race's feelings toward light coupled with the fact that excess spellfire makes you shed light, this will be the best 10 go you've ever spent. Crucial.
Headband of Conscious Effort: Convert all those Concentration ranks into a Fort save 1/day! Especially useful for the fact that you don't fail Concentration checks on a natural 1.
Ring of Diamond Mind (Action Before Thought): as above, but for those pesky Reflex saves--your worst save! Acquired at level 6+.
Ring of Diamond Mind (Mind Over Body): 1/day was cute, but 1/encounter is more like it. Acquired at level 10+.
Standard gear: an adventurer's kit from PHBII should be perfectly sufficient.
Standard magic items: Not necessary to the build, but helpful, are the standard things like CON & CHA-boosting items, a magic weapon, a Belt of Battle for extra actions, etc. Season to taste.

Flaws: Against my better judgement, I took one. Judges, treat it as you must, but I felt the gain from Good Karma (even 1/day) just tied in so perfectly to the build's Guardian abilities. Not only can you use it without expending focus, but it can also redirect a ranged spell or attack (see UoSI).
Multiclass penalties: This build was made without the assumption of multiclass penalties. If they are enforced, you could play a Wilder 3/Dragonfire Adept 2/Spellfire Channeler 9/Anarchic Initiate 6. This means no 5th-level powers, though.
LA buyoff: If playing with this rule, snag the Phrenic template. Not only will it boost your INT (skill points!) and CHA (power points!), but it'll give you some always-on power resistance as well as a bevy of psi-like abilities. Remember, psi-like abilities manifest as if fully augmented!
Fractional BAB/saves: If this rule is in use, it brings Red Stag's BAB to +12, and base saves to +10 Fort/+6 Reflex/+12 Will.
Questionable ACF chaining: The Mind's Eye articles present some interesting options, especially two used in conjunction: Mantled Wilder & Substitute Powers. As far as mantle powers, I love the Guardian Mantle in conjunction with absorb magic (and Psionic Meditation to regain focus quickly enough to keep guarding allies) to foil melee touch spells. Here we've reflavored it as the Sineater mantle, which is basically a Spellfire mantle. Synchronicity lets you absorb more sin, Vigor gives you the strength to take on the pain of others, Share Pain lets you take their sins on yourself, energy burst is an overflowing of spellfire and the sins of others spilling out, schism lets you separate your mind from the sins you carry, and finally Psychofeedback lets you sacrifice your own abilities to better carry the sins of others. If your DM doesn't see the theme (or doesn't like it), you can go back to using Elude Touch. Expanded Knowledge: Schism can kick in at level 18 instead of Epic Spellfire Wielder, and you can pick a different 5th-level Wilder power.
Cross setting material: If Eberron books are fair game, check out the power Sense Danger from Magic of Eberron. It gives you a little extra ability to pop off some Synchronicity or Schism for magic absorbing goodness.
Complete Psionic
Complete Scoundrel
Dragon Magic
Expanded Psionics Handbook
Lords of Madness
Magic Item Compendium
Magic of Faerun
PHB II
Races of the Dragon
Tome of Battle
Mind's Eye, Part One (http://archive.wizards.com/default.asp?x=dnd/psm/20070214a)
Mind's Eye, Part Four (http://archive.wizards.com/default.asp?x=dnd/psm/20070629a)

Heliomance
2015-09-21, 02:36 PM
"And that's all the entries! Let's go to the judges..."

Sian
2015-09-21, 02:47 PM
the idea i was tinkering with but never got to flesh out was Azurin Focused Wilderness Conjurer 3 / Incarnate 2 / Soulcaster 5 / Spellfire Channeler 10, with Obtain Familiar, Share Soulmeld and expanded soulmeld capacity ... self-charging via summoning sla creaturers / getting Familiar to deliver touch attacks on myself ... and Sharing Dissolving Spittle to my Familiar and Animal Companion so i would have two shoulder cannons dealing 6d6 acid damage on ranged touch attacks

The Viscount
2015-09-21, 03:21 PM
What a fascinating round. Is this tied for smallest? Definitely glad I got my build in.

I was surprised that nobody used warlock, I Vizzini'd myself out of using that one because I thought it too obvious.

When I heard Zaq was cooking I had assumed it might be a truenaming dish, so I had elected not to do that one. I'm still glad I didn't make that one, since my theoretical build couldn't overcome truenamer's dire need of crutches to prop itself up.

Venger
2015-09-21, 03:23 PM
What a fascinating round. Is this tied for smallest? Definitely glad I got my build in.

I was surprised that nobody used warlock, I Vizzini'd myself out of using that one because I thought it too obvious.

When I heard Zaq was cooking I had assumed it might be a truenaming dish, so I had elected not to do that one. I'm still glad I didn't make that one, since my theoretical build couldn't overcome truenamer's dire need of crutches to prop itself up.

Yes it is. Really wish I'd cooked. I'd planned to use warlock to charge up via instinctive darkness, but never really got much further than that. I too thought it'd be common. No one shares a single non-SI level. That's awesome.

OMG PONIES
2015-09-21, 04:44 PM
Whew, glad I got a build in! Apologies to Heliomance for blowing up her inbox with so many revisions--I've got to get better at checking for illegal build elements before I hit submit.

For ease of reference:

Harror: (http://www.giantitp.com/forums/showsinglepost.php?p=19850581&postcount=177) TN Human Ardent 6/Soulknife 4/Spellfire Channeler 10
Dinklesworth "Infartno" Powdersnow: (http://www.giantitp.com/forums/showsinglepost.php?p=19850589&postcount=178) CE Ice Gnome Swordsage 1/Warblade 2/Martial Rogue 2/Crusader 1/Binder 1/Spellfire Channeler 10/Devoted Defender 1/Thug Fighter 2
Shmebulok: (http://www.giantitp.com/forums/showsinglepost.php?p=19850596&postcount=179) LN Stonehunter Gnome Incarnate 2/Dragon Shaman 3/Spellfire Channeler 10
Red Stag, the Sin-Eater: (http://www.giantitp.com/forums/showsinglepost.php?p=19850636&postcount=180) CE Frostblood Half-Orc Wilder 4/DFA 1/Spellfire Channeler 9/Anarchic Initiate 6

Heliomance
2015-09-21, 04:54 PM
Whew, glad I got a build in! Apologies to Heliomance for blowing up her inbox with so many revisions--I've got to get better at checking for illegal build elements before I hit submit.


...I only got 2 PMs from you

OMG PONIES
2015-09-21, 04:56 PM
...I only got 2 PMs from you

Yeeeaaah, just don't check whichever e-mail you used to sign up for the boards. I think you've got about 3 or 4 things from me in there using the board's e-mail option.

WhamBamSam
2015-09-21, 05:01 PM
Well, the people who predicted a small round were right, but it turned out pretty wonderfully all the same. Every entry this round is great, and the 3/4 who get medals will have earned them.

I'm a little surprised not to see any Ranger/Bloodhound builds. The overlapping Endurance prereq and being able to ready an action to absorb spellfire out of combat made it seem like a natural way to go. That was part of the gist (the part that doesn't overlap with what I submitted) of my second idea, but I didn't have time to flesh it out.

OMG PONIES
2015-09-21, 05:04 PM
Well, the people who predicted a small round were right, but it turned out pretty wonderfully all the same. Every entry this round is great, and the 3/4 who get medals will have earned them.

I'm a little surprised not to see any Ranger/Bloodhound builds. The overlapping Endurance prereq and being able to ready an action to absorb spellfire out of combat made it seem like a natural way to go. That was part of the gist (the part that doesn't overlap with what I submitted) of my second idea, but I didn't have time to flesh it out.

Vizzini'd myself straight out of ranger this round. It's seen a lot of use in our lovely competition (about 127 instances), so between that and the fact that Endurance was a requirement for the SI, I thought we'd see a slew of them.

Curmudgeon
2015-09-21, 05:06 PM
I'm a little surprised not to see any Ranger/Bloodhound builds. The overlapping Endurance prereq and being able to ready an action to absorb spellfire out of combat made it seem like a natural way to go.
Bloodhound Ready and Waiting only works against a foe. Someone who's cooperatively charging you up with spellfire isn't in that category.

OMG PONIES
2015-09-21, 05:11 PM
Bloodhound Ready and Waiting only works against a foe. Someone who's cooperatively charging you up with spellfire isn't in that category.

Ah, but you could at least ready an action before rolling an initiative, giving you 10 minutes to pop off a "free" readied action 1/combat, yeah?

Curmudgeon
2015-09-21, 05:16 PM
Ah, but you could at least ready an action before rolling an initiative, giving you 10 minutes to pop off a "free" readied action 1/combat, yeah?
That would hardly ever work. The readied action is wasted if the Bloodhound isn't within melee striking distance. Very few combats begin with touch attack spells.

WhamBamSam
2015-09-21, 05:19 PM
Bloodhound Ready and Waiting only works against a foe. Someone who's cooperatively charging you up with spellfire isn't in that category.
Ah, but you could at least ready an action before rolling an initiative, giving you 10 minutes to pop off a "free" readied action 1/combat, yeah?Ponies is on the money. The idea would have been to have an extra action readied outside of initiative against the spellcaster you were tracking to eat an appropriate spell, should they cast one.

EDIT:
That would hardly ever work. The readied action is wasted if the Bloodhound isn't within melee striking distance. Very few combats begin with touch attack spells.It's only necessary to be within melee reach if the readied action in question is to make a melee attack. The actual text says this.
Ready and Waiting (Ex): Beginning at 2nd level, a bloodhound is ready for trickery at all times. He can ready an action against his mark, even outside of the initiative sequence. If the mark triggers the bloodhound's readied action at any point within the next 10 minutes, the bloodhound can carry out his readied action as if the two were engaged in combat (as long as the bloodhound is capable of carrying out that action). If the bloodhound is incapable of carrying out the action—for instance, if he is too far away to strike the mark with a readied melee attack—the readied action is lost.

ZamielVanWeber
2015-09-21, 05:34 PM
I've been watching this one eagerly. I love the concept of spellfire (and thus spellfire channeler) but was always hampered about how to charge up. We have quite a few options here which makes me happy.

samduke
2015-09-21, 06:16 PM
my build thought on this would have gone Crucian Druid 8/Spellfire Channeler10

perhaps against my better judgment I will be judging this..
I am not going to bother with a lengthy criteria that folks might nit pick over
so simple everyone starts at a score of 3 and basicly have to impress the heck out of me to earn a 5
things I will look at do you qualify, did the others build something like you
I do not plan to give lengthy comments as to why I give any score that I give.

The Viscount
2015-09-21, 08:08 PM
Well the 4th chef could get honorable mention, so we might all walk away winners from this one.

One benefit of a small round is that I can actually devote time to give all the entries a thorough reading, and I must say the chefs really brought their A game for this ingredient. There's a lot of clever tricks going on in these builds.

Venger
2015-09-21, 08:12 PM
Well the 4th chef could get honorable mention, so we might all walk away winners from this one.

One benefit of a small round is that I can actually devote time to give all the entries a thorough reading, and I must say the chefs really brought their A game for this ingredient. There's a lot of clever tricks going on in these builds.

It's a great round.

what made spellfire channeler stand out as SI-material, heliomance?

Sagetim
2015-09-21, 08:51 PM
oh hell, I forgot to make my monk build up and submit it to this...or maybe some kind of monk/drunken master/spellfire channeler. Because an angry drunk that can eat your spells amuses me.

I also forgot to write up the failed wizard's apprentice turned vengeful mage slayer. double damn.

Oh well, I'm curious to see the entries at least.

OMG PONIES
2015-09-21, 08:59 PM
I do not plan to give lengthy comments as to why I give any score that I give.

To confirm, even if the comments are not lengthy, you will be providing some form of commentary, right? I know we've had "numbers-only" judging in the past that caused a lot of unrest.


Well the 4th chef could get honorable mention, so we might all walk away winners from this one.

This is Iron Chef; there are no winners :smalltongue:.


oh hell, I forgot to make my monk build up and submit it to this...or maybe some kind of monk/drunken master/spellfire channeler. Because an angry drunk that can eat your spells amuses me.

"I drink whiskey, eat magic, and burp fire!"


I also forgot to write up the failed wizard's apprentice turned vengeful mage slayer. double damn.

Now that sounds like a fun backstory!

WhamBamSam
2015-09-21, 09:05 PM
my build thought on this would have gone Crucian Druid 8/Spellfire Channeler10Well, Crucian Druid 5/Spellfire Channeler10. They have 3 RHD.


I do not plan to give lengthy comments as to why I give any score that I give.I would strongly urge you to reconsider this. The explanations are in some ways more important than the scores themselves, as understanding where we came up short (or indeed where we succeeded) is what makes the chef a better optimizer going forward, whether they get a medal or not. It's also incredibly frustrating to be marked down without a clear explanation as to why, epecally un a round lke this where everyone is doing something pretty involved and we want to be absolutely certain that the judges are clear on how everything works in each given build.

There was something of a to-do over another judge (who you remind me a lot of, both in terms of your entries and your posts) being similarly over-brief back in the Corrupt Avenger round. It was a pretty problematic judging, which we'd probably have been better off without, and I say that as someone who went up a medal spot from Bronze to Silver as a result of said judging.


Well the 4th chef could get honorable mention, so we might all walk away winners from this one.

One benefit of a small round is that I can actually devote time to give all the entries a thorough reading, and I must say the chefs really brought their A game for this ingredient. There's a lot of clever tricks going on in these builds.Yeah, everyone who got a build in came to play. Literally every other build has something that made me say "Damn, I wish I'd thought of that." There was some known cheese sprinkled here and there, but even so I was floored by how innovative people got.

OMG PONIES
2015-09-21, 09:14 PM
Yeah, everyone who got a build in came to play. Literally every other build has something that made me say "Damn, I wish I'd thought of that." There was some known cheese sprinkled here and there, but even so I was floored by how innovative people got.

Yeah, likewise. Especially with only 4 entries, I'm honored to be one of them among such a good crop!

Sagetim
2015-09-21, 09:23 PM
To confirm, even if the comments are not lengthy, you will be providing some form of commentary, right? I know we've had "numbers-only" judging in the past that caused a lot of unrest.



This is Iron Chef; there are no winners :smalltongue:.



"I drink whiskey, eat magic, and burp fire!"



Now that sounds like a fun backstory!

yeah, 10 int human wizard at level 1 with strong physicals spellfire wielder and endurance, then multiclass into fighter as it becomes apparent that he's just not going to be able to make a career out of arcane magic (can't even use the first level spell slot he has), gets pissed at his master for having lead him on for as long as he did and leaves to go learn how to fight. And fight. And Fight! Probably wind up with something like wizard 1/fighter 4/spellfire channeler 10/someprestigeclass or more fighter 4, or maybe even 1 of each of sword sage, crusader, and warblade, then 1 level of master of the nine to finish it out just to be a confusing bastard.

His level one strategy would be to beat things to death with his staff (for strength and a half damage bonus) or crossbow them *nod nod*.

What's a Crucian Druid?

Venger
2015-09-21, 09:23 PM
crucian is a race of turtle people from sandstorm. it's not like a racial sub lvl or anything. just a crucian taking levels in druid.

Heliomance
2015-09-22, 12:50 AM
It's a great round.

what made spellfire channeler stand out as SI-material, heliomance?

This question implies I have a system, as opposed to just browsing through prestige classes and picking things that look interestingly crap.

EDIT: Please hold, I think there might be a fifth entry that fell foul of my full inbox. I'll post it if it gets re sent.

Thurbane
2015-09-22, 04:16 AM
The main reason so many people seem to forget Crucian has (3) RHD is twofold, I believe:

The Sandstorm "Crucians as Characters" section omits it from the playable info (even though the monster entry right above clearly has 3 RHD)
The old Crystal Keep indexes (possibly based on Sandstorm) omitted RHD as well.

Finger's crossed that next SI isn't setting specific (I only play generic or Greyhawk) and doesn't rely too heavily on a subsystem - I really want to get an entry in next time around.

dysprosium
2015-09-22, 06:56 AM
My two ideas that I mentioned earlier were desert orc Warblade 10/Spellfire Channeler 10 and Spellthief 10/Spellfire Channeler 10. It is the divorce of my personal use spellfire build (which if people were interested I would post).

The Spellthief entry would have fueled its spellfire with both stolen spells and absorbing spells through its own class feature. Of course I'm sure that the RAW scholars would have found fault with that one though . . .

The Warblade entry was more interesting to me though. Short version: desert orcs get Endurance for free so that's one problem down. It would also have made use of Constant Guardian and Dutiful Guardian (the feat versions of the Devoted Defender's harm's way class feature). I also had sprinkled in Abyssal Heritor feats since Keeper of the Forbidden Lore makes Spellcraft a class skill. The Knowledge (arcana) would have been bought cross class. Warblade also can make use of Spellfire Channeler's free Weapon Focus feat via weapon aptitude. Really the only thing missing was my full length commentary and backstory.

As been usual of late, the Demon Real Life kept me out of this contest but considering all of the hullabaloo to start this round, I was not all that concerned about getting my entry in.

bogsnes
2015-09-22, 07:32 AM
I was considering doing something like Factotum 8/Warlock 1/Spellfire Channeler to gain extra standard actions to ready actions and absorb in the same turn. Looks like that would have been a lot less efficient than most of the entries here though, considering you only can absorb about 2 spellfire levels each time you get inspiration (assuming you recharge after say 5 minutes of no combat, etc. then you would only be gaining about 0.4 free charges a minute).

Heliomance
2015-09-22, 10:15 AM
And the promised fifth entry:


Vander Dirklap

True Neutral Human Soulknife 13 / Spellfire Channeler 7

Str 13
Dex 14
Con 18
Int 12
Wis 6
Cha 11

All stat increases go to Con

Concept:
Vander is a Spellfire adept with a unique way of wielding Spellfire - he stabs people with it.

Build:



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Soulknife 1
+0
+0
+2
+0
4 Concentration, 4 Hide, 4 Listen, 4 Move Silently, 4 Spot, 4 Tumble
Spellfire Wielder, Point Blank Shot, Weapon Focus (Mind Blade), Hidden Talent (Chameleon)
Mind Blade, Weapon Focus (Mind Blade), Hidden Talent (Chameleon)


2nd
Soulknife 2
+1
+0
+3
+0
5 Concentration (+1), 5 Hide(+1), 5 Listen (+1), 5 Move Silently(+1), 5 Spot (+1), 5 Tumble (+1)
(no feat)
Throw mind blade


3rd
Soulknife 3
+2
+1
+3
+3
6 Concentration (+1), 6 Hide (+1), 5 Listen, 6 Move Silently (+1), 6 Spot (+1), 1 Spellcraft (+1), 5 Tumble
Endurance
Psychic Strike +1d8


4th
Soulknife 4
+3
+1
+4
+4
7 Concentration (+1), 6 Hide, 1 Know(Arcana) (+1), 5 Listen, 7 Move Silently (+1), 6 Spot, 2 Spellcraft (+1), 5 Tumble
(no feats)
+1 Mind Blade


5th
Soulknife 5
+3
+1
+4
+4
8 Concentration (+1), 6 Hide, 2 Know(Arcana) (+1), 6 Listen (+1), 8 Move Silently (+1), 7 Spot (+1), 2 Spellcraft, 5 Tumble
(No feats)
Free Draw, Shape Mind Blade


6th
Spellfire Channeler 1
+3
+3
+4
+6
1 Craft (Armor) (+1), 9 Concentration (+1), 6 Hide, 2 Know(Arcana), 6 Listen, 9 Move Silently(+1), 7 Spot, 2 Spellcraft, 5 Tumble
Precise Shot
Drain Charged Item, Increased Storage 2


7th
Spellfire Channeler 2
+4
+4
+4
+7
1 Craft (Armor), 10 Concentration (+1), 6 Hide, 2 Know(Arcana), 6 Listen, 10 Move Silently (+1), 7 Spot, 2 Spellcraft, 5 Tumble
(no feats)
Improved Healing


8th
Spellfire Channeler 3
+4
+4
+5
+7
1 Craft (Armor), 11 Concentration (+1), 6 Hide, 2 Know(Arcana), 6 Listen, 11 Move Silently (+1), 7 Spot, 3 Spellcraft (+1), 5 Tumble
Weapon Focus (Spellfire)
Increased Storage 3, Weapon Focus (Spellfire)


9th
Spellfire Channeler 4
+5
+5
+5
+8
1 Craft (Armor), 12 Concentration (+1), 6 Hide, 2 Know(Arcana), 6 Listen, 12 Move Silently (+1), 7 Spot, 4 Spellcraft (+1), 5 Tumble
Psionic Shot
Rapid Blast 2


10th
Spellfire Channeler 5
+5
+5
+5
+8
1 Craft (Armor), 13 Concentration (+1), 6 Hide, 2 Know(Arcana), 6 Listen, 13 Move Silently (+1), 7 Spot, 5 Spellcraft (+1), 5 Tumble
(no feat)
Drain Permanent Item, Increased Storage 4


11th
Soulknife 6
+6
+6
+6
+9
1 Craft (Armor), 13 Concentration, 7 Hide , 2 Know(Arcana), 6 Listen, 14 Move Silently (+1), 12 Spot (+5), 5 Spellcraft, 5 Tumble
Speed of Thought
Mind Blade Enhancement +1, Speed of Thought


12th
Spellfire Adept 6
+7
+7
+7
+10
1 Craft (Armor), 14 Concentration (+1), 7 Hide , 2 Know(Arcana), 6 Listen, 14 Move Silently (+1), 12 Spot (+5), 6 Spellcraft (+1), 5 Tumble
Fell Shot
Flight


13th
Spellfire Adept 7
+7
+7
+7
+10
1 Craft (Armor), 14 Concentration, 7 Hide , 2 Know(Arcana), 6 Listen, 15 Move Silently (+1), 13 Spot (+1), 6 Spellcraft, 5 Tumble
Deflect Arrows
Deflect Arrows, Increased Storage 5


14th
Soulknife 7
+8
+7
+7
+10
[td]1 Craft (Armor), 14 Concentration, 7 Hide , 2 Know(Arcana), 6 Listen, 17 Move Silently (+2), 17 Spot (+4), 6 Spellcraft, 5 Tumble
(none)
Psychic Strike +2d8


15th
Soulknife 8
+9
+7
+8
+11
1 Craft (Armor), 14 Concentration, 11 Hide (+4), 2 Know(Arcana), 6 Listen, 18 Move Silently (+1), 18 Spot (+1), 6 Spellcraft, 5 Tumble
Tower Shield Proficiency
+2 Mind Blade


16th
Soulknife 9
+9
+8
+8
+11
1 Craft (Armor), 14 Concentration, 15 Hide (+4), 2 Know(Arcana), 6 Listen, 19 Move Silently (+1), 19 Spot (+1), 6 Spellcraft, 5 Tumble
Greater Weapon Focus (mind blade)
Bladewind, Greater Weapon Focus (mind blade)


17th
Soulknife 10
+10
+8
+9
+12
1 Craft (Armor), 14 Concentration, 19 Hide (+4), 2 Know(Arcana), 6 Listen, 20 Move Silently (+1), 20 Spot (+1), 6 Spellcraft, 5 Tumble
(none)
Mind blade enhancement +2


18th
Soulknife 11
+11
+8
+9
+12
1 Craft (Armor), 14 Concentration, 21 Hide (+2), 2 Know(Arcana), 8 Listen (+2), 21 Move Silently (+1), 21 Spot (+1), 6 Spellcraft, 5 Tumble
Lightning Reflexes
Psychic strike +3d8


19th
Soulknife 12
+12
+9
+10
+13
1 Craft (Armor), 14 Concentration, 22 Hide (+1), 2 Know(Arcana), 11 Listen (+3), 22 Move Silently (+1), 22 Spot (+1), 6 Spellcraft, 5 Tumble
(none)
+3 mind blade


20th
Soulknife 13
+12
+9
+10
+13
1 Craft (Armor), 14 Concentration, 23 Hide (+1), 2 Know(Arcana), 14 Listen (+3), 23 Move Silently (+1), 23 Spot (+1), 6 Spellcraft, 5 Tumble
(no feats)
Knife to the Soul




Level 5:

At level 5, Dirklap is a scout first and a combatant second; he gets two bursts of enhanced stealth per day from Hidden Talent. Generally, he spams Psychic Strike in combat. However, at the end of the day, he recycles the party Cleric, Sorcerer or Bard's unused spell levels into stored spellfire, which he releases as a devastating blast, up to 19d6 vs. touch AC, when an encounter gets particularly difficult. Occasionally, he uses a small amount of spellfire for healing to revive unconscious allies.


Level 10:
Up until this point, Dirklap has been relying on cantrip wands and the party's surplus spell slots to charge his Spellfire. But with Drain Permanent Item, he primarily powers his Spellfire by eating his own mind blades. Now, he can heal the party to full during short rests and start every single encounter with a pair of blasts.

His scouting skills have fallen behind somewhat; he can sneak around during his Chameleon, but his perception has fallen behind the curve.

Level 12 (Sweet Spot):
A few things come together at levels 11-12; He finally has the Concentration bonus to auto-succeed against the distraction for a Conx3.5 overcharge, and his Mind Blade gets the caster level 6 necessary to charge faster than his touches leak energy between Conx2 and Conx3 charges. Finally, at 12, he gains strategic flight capabilities.

Level 15:
After the sweet spot, Dirkap's initial volley isn't getting any stronger, so he instead builds up his follow-through. His backup routine against high-AC opponents is to throw a charged Mind Blade against his enemy's flat-footed touch AC with Hide and Fell Shot, then hide behind his tower shield to regain his psionic focus, and repeat. In an extreme case of ineffectiveness, he can hide and eat mind blades until he's ready for a second nova.

With the critical parts of the SI behind him, and no need for further Concentration ranks, he has the opportunity to catch up on his critical stealth and scouting skills, now supplemented with magic items from the part of his budget that would usually be spent on a primary weapon.

Level 20:
Dirklap's final trick, for enemies too tanky to nova or plink to death with mind blade pokes, is ability damage. Against enemies that can't deal with his tower shield cheese, he can solo them 3 Int damage at a time, while healing to full in between his attacks.


Chef's notes:
Eating Mind Blades:
"The blade is identical in all ways (except visually) to a short sword" is assumed to include mimicking permanence for the purpose of Drain Permanent Item. After draining it, the next mind blade is a separate, newly created magic item.

Alternative power sources:

CL1 Cantrip wands - 7.5 gp per charge, effective at level 6. Using these with Improved Healing is slightly more cost-effective than a wand of Cure Light Wounds.
CL1 X/day command word cantrip items - 180 gp per charge per day, effective at level 6. Pays off in 24 days compared to ordinary wands, so it isn't worth taking a bunch over ordinary wands due to WBL inflation.

Universal Solvent - 5 gp per charge per day in a 10-charge burst, assuming the GM lets Vander treat it as a permanent item. Vander eventually tries to stockpile a few of these if they work because they let him drain 10 energy levels in a single action.

CL20 1/day command word cantrip items - 327 gp per charge per day, effective at level 10. The expensive alternative to Universal Solvent (or Sovereign Glue) if they're not considered permanent items.
[spoiler]

Drawback mitigation:
[spoiler]Mind blades are wielded with a glove to avoid accidental discharges. If allowed, Dirklap literally sucks the magic out of his mind blade with his mouth; otherwise he uses his other, bare hand.

His magical equipment that needs to be worn is touched before he charges himself. As long as it maintains contact with him, it shouldn't cause additional discharges.

At 6th level, Dirklap crafts himself a pair of custom non-magical underwear to make accidental contact less likely to set him off. It also screens out most of the light from his skin.

By 10th level, Dirklap can handle necessary touches by discharging safely, making contact, and recharging afterwards. This does limit his use of party buffs to long duration or non-touch ones, or buffs cast after the second round of combat.

At 13th level, he picks up the soulfire version of Deflect Arrows for the sole purpose of not blowing up as hard when someone shoots him with magical ammunition.

UoSI by feature:

Prerequisites: Vander makes heavy use of Spellfire Wielder before entering the SI. Later on, he uses the Concentration prerequisite ranks to regain his psionic focus.

Increased Storage: Multiplies Vander's sweet-spot nova power by letting him open combat with more than one max-power blast. For safety, he usually doesn't charge past 3xCon except immediately before a fight, so Increased Storage 5 is not used.

Drain Charged Item: Used extensively from level 6 to level 9.

Improved Healing: Used from level 6 to 9 to turn cantrip wands into cost-effective healing, and at level 15+ if he's forced to hide and heal up in mid-combat to speed up the process.

Weapon Focus: Used to compensate for a missing point of BAB.

Rapid Blast: Used to spread his nova across more targets. Since the total discharge per round is still capped at his Constitution score, but the targets' HP is increasing, Rapid Blast 3 isn't worth taking at level 14.

Drain Permanent Item: Build lynchpin, allows Dirklap to overcharge reliably and without costing long-term resources, and makes accidental discharges a mere annoyance.

Flight: Vander can fly constantly as long as he pauses to recharge every 20 minutes.

Deflect Arrows: Used to prevent involuntary discharges.

Crown of Fire: By level 16, everyone should be able to bypass DR/+1. The spell resistance is nice, but ultimately too expensive when one takes into account the standard action to activate it.

Maelstrom of Fire: This might be worth spending 3 levels and a ring of evasion on if Vander could reliably make the reflex save to avoid blasting himself. But that's Spellfire Channeler's bad save.





Sources:
Soulknife, Hidden Talent, Psionic Shot, Fell Shot: Expanded Psionics Handbook
Hidden Talent Soulknife variant: Mind's Eye (web) : http://archive.wizards.com/default.asp?x=dnd/psm/20070214a
Soulknife: Expanded Psionics Handbook
Spellfire Channeler, Spellfire Wielder: Magic of Faerun

Gweed
2015-09-22, 10:34 AM
My idea was to use a Knight to force attacks against him (Test of Mettle), acquire the Saint template at level10, to have at will SLAs to charge Spellfire, as well as +2 to the DC to Test of Mettle (and all other EX, SLA, and SU as well), then take Spellfire Channeler to max.

However, I couldn't quite get it to work like I wanted and didn't have time to flesh it out. One of these days I am going to actually enter on of these.

WhamBamSam
2015-09-22, 11:13 AM
The main reason so many people seem to forget Crucian has (3) RHS is twofold, I believe:

The Sandstorm "Crucians as Characters" section omits it from the playable info (even though the monster entry right about clearly has 3 RHD)
The old Crystal Keep indexes (possibly based on sandstorm) omitted RHD as well.
Crucians are also pretty weak (or at least, don't measure up to classic high Con race options), even at ECL 2. Might just be hard to believe that anyone could saddle them with an ECL of 5.


Finger's crossed that next SI isn't setting specific (I only play generic or Greyhawk) and doesn't rely too heavily on a subsytem - I really want to get an entry in next time around.Sounds to me like you're joining my rallying cry for Beast Heart Adept.:smallwink:

Vaz
2015-09-22, 11:29 AM
Will commence with Judging tonight. Kind of hoping for a Master Transmogrifist somewhere along the lines.

Before everyone bites my head off about it being a Caster, it is only a 6/10 and empowers self buff spells, where sans Shenanigans, you are limited to Sub 8th spells for the otherwise incredible capstone.

For 'optimizing' this turns the MT to be gash, but gives us a nice otherwise high power PrC like Geomancer.

Sure? Optimize casting and usual high power tricks, but how do you use the Class Features? Vizzini and dings for using known tricks should help here.

WhamBamSam
2015-09-22, 12:31 PM
Will commence with Judging tonight. Kind of hoping for a Master Transmogrifist somewhere along the lines.

Before everyone bites my head off about it being a Caster, it is only a 6/10 and empowers self buff spells, where sans Shenanigans, you are limited to Sub 8th spells for the otherwise incredible capstone.

For 'optimizing' this turns the MT to be gash, but gives us a nice otherwise high power PrC like Geomancer.

Sure? Optimize casting and usual high power tricks, but how do you use the Class Features? Vizzini and dings for using known tricks should help here.It went into vogue somewhere around MMIV or MMV to make racial casting an (Ex) special quality. Since racial casting explicitly stacks with casting from class levels, it's actually trivial to make up the lost casting or even exceed your character level for a number of classes, including Wizard, using only monsters whose racial casting is explicitly (Ex) (making the RAW here pretty rock-solid) as a Master Transmogrifist. That probably counts among the shenanigans you're talking about, but it is a thing that pretty much every build would be able to do unless we introduced the necessary house rule (which, to be fair, pretty much every table would implement should anyone actually play a Master Transmogrifist). With that house rule in place, it could make for a pretty fun round though. 6/10 castng is pretty reaonable for a SI, even though Master Transmogrifist class features are a lot better than usual (not necessarily a bad thing, as you say, Geomancer made for a good round, even if the power threshold was higher than normal).

Zaq
2015-09-22, 12:46 PM
I'm really happy with my build, but I almost wish I hadn't entered, because it would be a lot of fun to judge some of these entries. I'm quite surprised we didn't see any dragonborn mongrelfolk (hard to say no to +6 CON on a class that uses CON for its key trick), any Artificers (sure, they don't get infinite items to drain, but they get a lot more than your average Joe), or any Spellthieves (the idea of absorbing magic as spellfire, then Sneak Attacking with that spellfire to steal more spells is pretty compelling). True to form, I did briefly consider making an evil Truenamer who abused the BoVD sacrifice rules to get Dark Crafting Gold and Dark Crafting XP to make super-cheap items to drain, but I couldn't get out of the "it's very nice, but what does it do?" quicksand. (I briefly considered using Rebuild Item to cheese out how item draining works, but I just didn't think the RAW bore it out; I also thought about using Spell Rebirth to restore drained items, since they're affected "as though with Dispel Magic," but I couldn't get around the fact that Spell Rebirth is an LEM utterance, so it targets creatures, not items.) I also had an idea about using the throwaway line about how charging more than 4× your CON in spellfire puts you "in pain" to use yourself as a target for the Liquid Pain spell (then using the Liquid Pain to craft items to drain), but there was just no good way to make it efficient without months and months of downtime, since Liquid Pain really only gives a tiny bit of craftable XP.

I do foresee a dispute or two. It looks like different builds approached a few key rules with some different understandings of how they work, so I hope that the judges make an equitable ruling on that front. I'll keep my mouth shut until we get some actual judgments, though. I just hope that the judges are very thoughtful about how the rules work—this class has a real mess of rules for how its abilities work, so I hope that everything is properly taken into consideration.

KrimsonNekros
2015-09-22, 12:53 PM
For some reason I can't seem to get the drive to finish tables lately. I was looking at running a Tiefling Incarnate for this run

Sian
2015-09-22, 01:13 PM
@Zaq: Primary issue with Artificer in combination with the SI is that SI is Forgotten realms and Artificer is Eberron

---

While i'm not all-out against Master Transmorgrifist, my concern with it is that it promotes dumpster diving for abusable monsters, dishes would deliver pretty much the same semi-obscure monsters with the main difference being how knowledable each cook is in running the game as a GM, with it detracting from the idea that you're building the best character for a dish, and instead lead all the cooks on a merry chase for the best monsters, which have little effective difference on the build table since everyone would likely be able to take every monster if they just knew them.

I'm certainly so out of touch with what monsters are good to polymorph into, as its been ages since i've actually GMed anything substansial, and have never really touched the 'Polymorph game'. While i would certainly be able to build a reasonable dish around it (in terms of which classes/feats/etc supplements nicely), i'm far at sea when it comes to selecting the actual monsters.

Vaz
2015-09-22, 01:47 PM
As for Ex casting, the same could be said for Natural spellcasting of monsters and polymorph. I believe that they were defined as (Ex) to prevent them from being gained by standard polymorph, without recompense to the ways in which people could gain (Ex) abilities. It has been a houserule for so long that I forget it's not an actual rule.

Unlikely. There are hundreds, if not thousands of monsters available for selecting. As for choosing the "best obscure monsters", that's kind of debateable, considering that the most obscure ones are the ones least likely to be abused due to that reason, while the abuseable ones are hardly obscure and hence subject to Vizzini/well known optimization tricks and suffer a penalty. ASA + Chronotrynn and War Troll are well known for their Dazing Blow and Double Actions, sure. Also, having a backstory and being able to see it through seems to be pretty strong recently in scoring recently, so just choosing your typical ALL THE POWER options doesn't really lead to a favourable thing.

As for "all monsters" known... erm you get 7 Favored Shapes.

And as for the "polymorph game", doesn't that make you the perfect candidate for entry or judging? You can do some book diving to learn some extra tricks and cool combinations. After all, Infinite Variety is an ability which is not accessible in any other format in the game. So choosing which of the 7 favoured shapes is appropriate to your build and backstory to get some interesting combinations would be cool.

After all, why be a MT when all you're doing is turning into a bird with Dual Actions so you can spam out Metamagic'd fireballs. That's not really doing anything with being a Master Transmogrifist, even if that MT does have a few additional attacks.

There are a LOT of Ex abilities and senses to be picked up out there.

WhamBamSam
2015-09-22, 02:58 PM
I'm really happy with my build, but I almost wish I hadn't entered, because it would be a lot of fun to judge some of these entries. I'm quite surprised we didn't see any dragonborn mongrelfolk (hard to say no to +6 CON on a class that uses CON for its key trick)Dragonborn Mongrelfolk have penalties to Dex (used for ranged touch attacks) and Cha (determines save DC for Maelstrom of Fire) which was at least something of a deterrent. I was surprised that we didn't see any Dragonborn though. Closest we got was it's evil twin, Deformity (Obese).


As for Ex casting, the same could be said for Natural spellcasting of monsters and polymorph. I believe that they were defined as (Ex) to prevent them from being gained by standard polymorph, without recompense to the ways in which people could gain (Ex) abilities. It has been a houserule for so long that I forget it's not an actual rule.It's not nearly so clear-cut with regular polymorph and unlabeled spellcasting, but fair enough.

Thurbane
2015-09-22, 04:37 PM
Crucians are also pretty weak (or at least, don't measure up to classic high Con race options), even at ECL 2. Might just be hard to believe that anyone could saddle them with an ECL of 5.

About the only thing they are good for is Alter Self and natural armor bonus (beating out Troglodytes).

Heliomance
2015-09-22, 04:48 PM
Wow, my full inbox really screwed things up this round. Here's a sixth entry.


Kakarotto the Saiyan Whelp

Spriggan 5+2 / Monk 1 / Spellfire channeler 3 / legacy champion 9 (Spellfire channeler +7)

Whenever I heard about Spellfire the first time with Shandrill Shessair, it screamed Dragon Ball anime to me - as we got the full DB then DBZ on TV in the 80s in France. So here I present Kakarotto the Saiyan Whelp ;-) Main weakness on this build is that Saiyan don’t create magic items to be consumed to fuel Spellfire... In the spirit of the manga, I would say that he spend all his wealth to eat enormous meals, including magical potions in it for spice. Second weakness is that the build is not focused on martial arts, in favor for innate Saiyan powers, so here be ready to play a whelp up to level 20 !




ECL

Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features



1st

Spriggan 1

+0

+0

+2

+2

Climb 4, Concentration 2, Disable Device 0, Hide 4, Knowledge (arcana) 2, Listen 4, Move Silently 4, Open Lock 0, Sleight of Hand 4, Spellcraft 2

Spellfire wielder

+2 Dex, +2 Con, -2 Wis, low light vision, DR 5/ cold iron



2nd
Spriggan 2

+1

+0
+3
+3
Balance 1, Climb 5, Concentration 2, Disable Device 1, Hide 5, Knowledge (arcana) 2, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 5, Spellcraft 2

+2 Dex, sneak attack +1d6



3rd
Spriggan 3

+1

+1
+3
+3
Balance 2, Climb 5, Concentration 2, Disable Device 1, Hide 5, Jump 3, Knowledge (arcana) 2, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 5, Spellcraft 2
Weapon Finesse
produce flame



4th
Spriggan 3+1

+1

+1
+3
+3
Balance 2, Climb 5, Concentration 2, Disable Device 1, Hide 5, Jump 3, Knowledge (arcana) 2, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 5, Spellcraft 2

+2 Dex, sneak attack +2d6


5th
Spriggan 4+1

+2

+1
+4
+4
Balance 4, Climb 5, Concentration 2, Disable Device 1, Hide 5, Jump 5, Knowledge (arcana) 2, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 5, Spellcraft 2

Shatter


6th
Spriggan 5+1
+2

+1
+4
+4
Balance 5, Climb 8, Concentration 2, Disable Device 1, Hide 5, Jump 5, Knowledge (arcana) 2, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 2

+2 Dex, sneak attack +3d6


7th
Spriggan 5+2
+2

+1
+4
+4
Balance 5, Climb 8, Concentration 2, Disable Device 1, Hide 5, Jump 5, Knowledge (arcana) 2, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 2

+2 Dex, scare, size change


8th
Monk 1
+2

+3
+5
+5
Balance 5, Climb 8, Concentration 8, Disable Device 1, Hide 5, Jump 5, Knowledge (arcana) 2, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 2
Improved Unarmed Strike, Stunning Fist, Endurance
AC bonus, flurry of blows, unarmed strike


9th
Spellfire channeler 1

+2

+5
+5
+7
Balance 5, Climb 8, Concentration 8, Disable Device 1, Hide 5, Jump 5, Knowledge (arcana) 2, Knowledge (history) 2, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 2

Drain charged item, increased storage 2


10th
Spellfire channeler 2
+3

+6
+5
+8
Balance 5, Climb 8, Concentration 8, Disable Device 1, Hide 5, Jump 5, Knowledge (arcana) 2, Knowledge (history) 4, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 2

Improved healing


11th
Spellfire channeler 3
+3

+6
+6
+8
Balance 5, Climb 8, Concentration 8, Disable Device 1, Hide 5, Jump 5, Knowledge (arcana) 2, Knowledge (history) 5, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 4
Martial Study (Shadow Jaunt)
Weapon Focus (spellfire), increased storage 3


12th
legacy champion 1 (dragon ball)
+3

+6
+6
+10
Balance 5, Climb 8, Concentration 8, Disable Device 1, Hide 5, Jump 5, Knowledge (arcana) 2, Knowledge (history) 5, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 4, Tumble 6

Reduced ritual cost (lesser), bond of lore



13th
legacy champion 2 (Spellfire channeler 4)
+4

+6
+6
+11
Balance 5, Climb 8, Concentration 8, Disable Device 1, Hide 5, Jump 10, Knowledge (arcana) 2, Knowledge (history) 5, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 5, Tumble 6

Replace legacy ability (least), Rapid blast 2


14th
legacy champion 3 (Spellfire channeler 5)
+5

+7
+7
+11
Balance 5, Climb 8, Concentration 8, Disable Device 1, Hide 5, Jump 10, Knowledge (arcana) 2, Knowledge (history) 5, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 8, Spellcraft 5, Spot 6, Tumble 6
Martial Stance(island of blades)
Extra legacy ability use (least), Drain permanent item, increased storage 4


15th
legacy champion 4 (Spellfire channeler 6)
+6/+1

+7
+7
+12
Balance 5, Climb 8, Concentration 8, Disable Device 1, Hide 5, Jump 10, Knowledge (arcana) 2, Knowledge (history) 5, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 10, Spellcraft 5, Spot 6, Tumble 10
Channel Legacy
Flight


16th
legacy champion 5 (Spellfire channeler 7)
+6/+1

+7
+7
+12
Balance 10, Climb 8, Concentration 9, Disable Device 1, Hide 5, Jump 10, Knowledge (arcana) 2, Knowledge (history) 5, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 10, Spellcraft 5, Spot 6, Tumble 10

Replace legacy ability (lesser), Deflect Arrows with Spellfire, increased storage 5


17th
legacy champion 6 (Spellfire channeler 8)
+7/+2

+8
+8
+13
Balance 10, Climb 10, Concentration 10, Disable Device 1, Hide 5, Jump 10, Knowledge (arcana) 2, Knowledge (history) 5, Listen 5, Move Silently 5, Open Lock 0, Sleight of Hand 10, Spellcraft 5, Spot 9, Tumble 10
Shadow Blade (15HD)
Extra legacy ability use (lesser), Rapid blast 3


18th
legacy champion 7
+8/+3

+8
+8
+13
Balance 10, Climb 10, Concentration 10, Disable Device 1, Hide 5, Jump 10, Knowledge (arcana) 2, Knowledge (history) 5, Listen 10, Move Silently 5, Open Lock 0, Sleight of Hand 10, Spellcraft 5, Spot 10, Tumble 10

Reduced ritual cost (greater)


19th
legacy champion 8 (Spellfire channeler 9)
+9/+4

+8
+8
+14
Balance 10, Climb 10, Concentration 10, Disable Device 1, Hide 5, Jump 10, Knowledge (arcana) 2, Knowledge (history) 5, Listen 10, Move Silently 5, Open Lock 0, Sleight of Hand 10, Spellcraft 5, Spot 10, Tumble 16
Quicken Legacy
Crown of fire


20th
legacy champion 9 (Spellfire channeler 10)
+9/+4

+9
+9
+14
Balance 10, Climb 10, Concentration 12, Disable Device 1, Hide 5, Jump 10, Knowledge (arcana) 2, Knowledge (history) 5, Listen 10, Move Silently 5, Open Lock 0, Sleight of Hand 10, Spellcraft 5, Spot 10, Tumble 20
Steadfast Determination
Extra legacy ability use (greater), Maelstrom of fire




Spriggan covers the great agility and natural martial prowess, only missing part would be the monkey’s tail. I had to create a savage progression (Savage Species style) for Spriggan though, as the 5 hit dices and +2 level adjustment are a big step. Only trouble would be the update to 3.5 : fey creatures in Fiend Folio should gain damage reduction / cold iron , so I set it up at 5 as Goku is robust at the very beginning - as he endured a big fall but survived as a toddler... Here you have a 3 years old ready for adventure - with racial adjustment +2 Dex, +2 Con, -2 Wis. There’s no official rules to treat toddlers, but saiyan may be a strange bunch anyway, as all sprites. As for equipment, you can use spiked gauntlets to have him attack with his fists as he is no martial artist yet.
Str 10, Dex 16+2, Con 16+2, Int 14, Wis 8-2, Cha 12


I also chose Spriggan as this is the only small race able to grow to large size - as Goku transform into a giant ape unwittingly by the end of the first book. There’s only some spriggan levels covered and a low BAB worse than a 7th level rogue, but the full +10 Dex racial bonus by itself and spell-like abilities help - and Spellfire also. Goku is 12 years old in the first book, and his only equipment would be his magic staff.
Small form : Str 10, Dex 17+10, Con 16+2, Int 14, Wis 8-2, Cha 12
Enlarged Form : Str 10+8, Dex 17+6, Con 16+8


After some training with Kame Sennin - he can now fight barehanded or with his staff efficiently - Goku is able to unleash mighty kameha - which is a ranged attack matched with first spellfire channeler levels. He also demonstrates his great appetite by eating the tournament’s prize money all by himself (so he uses drain charged items on potions).
Small form : Str 10, Dex 18+10, Con 16+2, Int 14, Wis 8-2, Cha 12
Enlarged Form : Str 10+8, Dex 18+6, Con 16+8


I used Legacy champion to improve a little bit hit points, skills and BAB, as Spellfire channeler class is very much like wizard class for these. This way we remain between rogue class and monk class, but with worse BAB - he must use Spellfire to make the difference. I consider he is the champion of the 4th Dragon ball, but you can change for the staff or cloud, or even some sort of monkey’s tail. Against Piccolo Jr, Goku was able to fly for the first time - and he was close to adult size. So here it would be a younger version able to fly, like Gohan or Trunks - it’s why I call him Kakarotto and not Goku, as in this build he remains young.
Small form : Str 10, Dex 19+10, Con 16+2, Int 14, Wis 8-2, Cha 12
Enlarged Form : Str 10+8, Dex 19+6, Con 16+8


At 19th level, with crown of fire, we finally have a Super Saiyan ! But I feel we can continue right through epic levels anyway for over the top powers… And finally checking Tome of Battle classes to add martial maneuvers with the right feeling, and have a fearsome young adult Saiyan.
Small form : Str 10, Dex 20+10, Con 16+2, Int 14, Wis 8-2, Cha 12
Enlarged Form : Str 10+8, Dex 20+6, Con 16+8


Dragon Ball, Fiend Folio, Magic of Faerûn, Player’s Handbook 2, Savage Species, Tome of Battle, Weapons of Legacy

Sian
2015-09-22, 04:54 PM
wouldn't Duelist be a deliciously tricky dish to cook?

Vaz
2015-09-22, 05:15 PM
No. It's a class is based around +numbers. It doesn't actually DO anything worth optimizing. The difference again between a bad prestige class and a bad ingredient.

This is the former.

The Viscount
2015-09-22, 05:45 PM
We've already done Tactical Soldier and Blade Bravo, which cover the similar area (and were hellish). I agree with Vaz that its intense limitation and class features that just add numbers (except deflect arrows with middling benefits, and acrobatic charge which doesn't mesh with tactical fighting of duelist) don't lay much of a foundation to build off of.

I found Sian's summon build interesting, and it made me realize that someone could have built a binder 10/SI 10 and used zceryll's summons' SLAs to charge up.

Part of me wants to see Iron Mind, but the rest knows it would make me very sad to have to cook it.

Venger
2015-09-22, 05:56 PM
agree, mt would be a poor ingredient since we'd all just be showing off how well we've read the polymorph/shapechange handbook.

same with duelist. we've had enough of that with similar ingredients.

iron mind would be absolutely disgusting. I'd love to cook it.

personally, bloodhound's been on my backburner for a while. it'd be a blast. the perfect mix of "okay. and?" and "I know I should be able to do *something* with this"

ZamielVanWeber
2015-09-22, 06:55 PM
Sounds to me like you're joining my rallying cry for Beast Heart Adept.:smallwink:

Bleep yes. I want to see this as badly as I wanted to see Spell fire Channeler.

Side note, you good on judges?

WhamBamSam
2015-09-22, 07:20 PM
The thing about Iron Mind is that it's almost entirely passive except for the manifesting. There isn't much to do other than crank up your will save, keep from losing manifester levels, and maybe fool around with armor stuff a bit, unless you can find a way to ensure that your enemies give you something like Zone of Truth so you can meaningfully weaponize Barbed Mind. Just not that interesting.

Bloodhound strikes me as a little easy, since it mostly synergizes with itself and its expected entry, Crippling Strike is pretty easy to load up on, and even at its worst, Ready and Waiting is an extra standard action or initiative boost.

Kesnit
2015-09-22, 07:26 PM
I just started a new job, and don't have time in the evenings to devote to judging. However, I should have time this weekend to get some builds knocked out. (I originally thought I'd be able to get them all in 1 day, but that was before #5 and 6 appeared.)

Zaq
2015-09-23, 12:49 PM
wouldn't Duelist be a deliciously tricky dish to cook?


No. It's a class is based around +numbers. It doesn't actually DO anything worth optimizing. The difference again between a bad prestige class and a bad ingredient.

This is the former.

I agree with Vaz. Duelist has literally only two abilities that aren't just +numbers (Acrobatic Charge and Deflect Arrows), and one of them is just a normal feat! (Sure, Deflect Arrows has annoying prereqs, but they're less annoying than the prereqs to Duelist.) There's basically nothing that's actually unique about the class, so there's no real room to show off a new trick or an elegant gimmick. Gnome Giant Slayer was bad enough in that regard. A good SI isn't just a lackluster PrC, after all—it's a lackluster PrC that inspires creativity. I feel like Spellfire Channeler is one of the best ingredients we've had in a while, just because while it is a mess of rules and a tangle of not-exactly-harmonious abilities, it does actually do some weird and unique things, and it inspires us to approach the class from a variety of different directions (as evidenced by the eclectic builds that just got revealed).


Bleep yes. I want to see this as badly as I wanted to see Spell fire Channeler.

Side note, you good on judges?

We're never good on judges. More judges is always better.

Speaking of judges, how many announced judges do we have?

daremetoidareyo
2015-09-23, 01:18 PM
Dagnabbit. I was going to enter a "gnome artificer" with broken one's sacrifice feat. Cold feet since last dish, I had a clone of the other chef...I mean I was a changeling, but ...bah...

All of your charges could be built out of gold, cuz the RAW said charges, not specifically magical charges. and broken one's sacrifice would allow me to jump in front of spells with my readied actions...I think.

Amphetryon
2015-09-23, 01:31 PM
Dagnabbit. I was going to enter a "gnome artificer" with broken one's sacrifice feat. Cold feet since last dish, I had a clone of the other chef...I mean I was a changeling, but ...bah...

All of your charges could be built out of gold, cuz the RAW said charges, not specifically magical charges. and broken one's sacrifice would allow me to jump in front of spells with my readied actions...I think.

Your concept was quite close to the one I had in mind, and have used before in actual play with more emphasis on the Gnome Artificer PrC.

samduke
2015-09-24, 04:27 PM
Note Sandstorm p145 under Crucian characters LA+2 no racial hit dice.. Text Trumps Table every time.


Judging


Harror total 5.5

Originality
-.25 Human
+1 Ardent
-.25 Soulknife
Spellfire Channeler everyone took this to some degree - no deduction
-1 to many sources

Power
-1 I will have to disagree that the power points for Elemental Steward should reflect a 1st level power ( IE CALL ARMOR of the same book lists 2 seperate power points)
-1 gaining spellfire levels from the elemental stward is limited and this hurts your overall power

Elegance
-1 Elemental Steward all have Psi-Like Abilities (ML 2nd): 2/day having the stward toss PLA to be converted to spellfire is cheese in my opinion, but you only get 2 powers 2 times a day, but you get multiple of these and that takes a hit in the cheese department.
-1 Mind Blade is mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls ,this is not a magical effect thus is not subject to be drained.

Use of Secret Ingredient
-1 while alot of the SI abilites are used I feel they are not used to the fullest
-1 the build certainly is not gaining as much out of it as one could, Then I have to look at Why take the SI it certainly would not be better than if you had just stayed in ardent.
you did take all 10 levels of the SI
Harror gets at least 2 spellfire levels per PP <not sure how you are gaining 2 levels for 1 power point - no deduction>
can charge up as many as 16 levels of spellfire at once while this is certainly above average it is not excellent - no deduction



Dinklesworth total 7.5

Originality
-.5 Ice Gnome - it is still a gnome ( subtype does not hold weight )
+1 Swordsage,Warblade,Martial Rogue,Crusader,Binder
Spellfire Channeler everyone took this to some degree - no deduction
Devoted Defender
Thug Fighter
-1 to many sources

Power
-1 unarmed swordsage ADAPTATION: To create a monklike character with a tremendous array of fantastic moves and strikes, give the swordsage the monk’s unarmed strike progression and remove his light armor proficiency - No where in this does it say Monk’s Unarmed Strike ability, which includes the Improved Unarmed Strike bonus feat, you get the feat as an Unarmed Swordsage.

-1 you fail the save and fire off a blast, hitting a random target for [Con score]d6 Spellfire damage (this random target can be you at the cost of an action) and counting on Naberius will heal the Con damage - slow at best 1 point per round thats not going to be very beneficial)

Elegance
-1 The Monastery of Zerth’Ad’lun Location: The Ever-Changing Chaos of Limbo: (the Higher Order: economy breaking action cheese: & getting into and out of limbo is a stretch)

Use of Secret Ingredient
-1 Vitality Belt ensures that Dinklesworth never fails a DC10 Constitution check (antimagic field fail potential)


Shmebulok total 9.5

Originality
-.5 Stonehunter Gnome - it is still a gnome ( subtype does not hold weight )
+1 Incarnate,Dragon Shaman
Spellfire Channeler everyone took this to some degree - no deduction

Power
-1 overall power is less than average the extra damage from items, which brings in reliance on items for various effects within the build

Elegance
-1 Feather fall abuse cheese

Use of Secret Ingredient
-1 I do not see all of the SI abilities used effectivly and the SI is entered late in the build


Red Stag total 8.5

Originality
+.5 Frostblood Half-Orc
+1 Wilder,Dragonfire Adept,Anarchic Initiate
Spellfire Channeler everyone took this to some degree - no deduction

Power
-1 Flaw and thus no bonus feat < Good Karma >

Elegance
-2 Epic Spellfire Wielder < Player's Guide to Faerûn, p. 135 quite clearly indicates must be level 21 to take an epic feat, the chef should know this and I am imposing a huge penalty for it, as the chef includes its use or reliance within the build

Use of Secret Ingredient
+1 entered SI at the earliest level possible
-.5 for not takeing all 10 levels of the SI
-.5 Questionable ACF chaining
-1 Good Karma
-1 Epic Spellfire Wielder, that means up to 200 stored spellfire levels <Fail to qualify for Epic Level Feat>


Vander Dirklap 11

Originality
-.25 Human
+1 Ardent
-.25 Soulknife
Spellfire Channeler everyone took this to some degree - no deduction

Power
nothing overly impressive here

Elegance
-.5 tower shield cheese

Use of Secret Ingredient
-1 SI take at earliest level possible but only took 7 levels

Spellfire Adept 6 , 7 I am sure this is probable a typo and ment to be channeler - as I am not able to locate a class under this name I will handwave this with a warning to review your build entry befor submitting


Kakarotto total score 4
Where to start with this build, this is as close to a refuse to judge as allowed.

Originality
-1 Spriggan savage progression
-1 monk dip penalty
spellfiere channeler - everyone took this so no penalty

Power
-1 this build falls apart & your power takes a huge hit when you remove legacy champion from the mix.
-1 your 5 hit dice of racial eating a total 7 ECL for that, it hurt more than it helped in this instance.

Elegance
savage progression : well I for one am not a huge fan of savage progression as a DM I would not allow this at my table, I am not going to give a deduction for it here as I deducted it in originality.

in your sources you list a source Dragon Ball - I have no idea what source this is never heard of it for D&D 3.0/3.5
you make mention of a goku in your information on level break downs, I did a fair bit of searching the sources you listed, this does not seem to exsist

-.5 <FTQ> Channel Legacy
Prerequisites: Least Legacy - no where in the build do you take the required feat

-.5 <FTQ> Quicken Legacy
Prerequisites: Least Legacy

-1 <FTQ>legacy champion
you do not qualify for legacy champion.


Entry Requirements
Skill: Knowledge (history) 5 ranks.
Feat: Least Legacy
Special: Must possess a legacy item, character level 10th


Use of the SI
-2 just 3 levels of spellfire channeler requirements, concentration 8 ranks, endurance, spellfire wielder

I am fairly certain that the RHD would only have class skills, climb, disable device, hide, listen, move silently, open lock, slight of hand at the ranks listed and no more & Level Adjustment means you “count as” being that much higher than your actual HD. The LA gives you absolutely nothing: no HP, no base saves, no skill points, not even a boost to your maximum skill ranks, but you nonetheless are that higher level for the purposes of XP..

Thurbane
2015-09-25, 02:31 AM
Hmm, I'd strongly disagree that it's a case of text trumps table - I noted as much in my LA +1 and LA +2 races list.

It wouldn't be unbalanced to allows, but I don't believe the stat block would count as a "table" in this case.

Of course it would help if WotC hadn't botched so many stat blocks and failed to address so many similar errors in errata.

Or, you know, had them proofread before printing properly in the first place - all you'd need is a team of a dozen or so 3.X enthusiasts on the books, who'd pretty much do it for free if it meant getting early access to materials.

WhamBamSam
2015-09-25, 04:05 AM
Hmm, I'd strongly disagree that it's a case of text trumps table - I noted as much in my LA +1 and LA +2 races list.

It wouldn't be unbalanced to allows, but I don't believe the stat block would count as a "table" in this case.It's only a case of text trumps table if they disagree, and they don't. The "as characters" bit doesn't mention the RHD one way or the other.

Though, as I said, Crucians are pretty crap even at just LA+2, so whatevz.

OMG PONIES
2015-09-25, 11:15 AM
Thanks for judging, samduke (and so quickly)!

rockdeworld
2015-09-25, 02:26 PM
Would you be interested in having another judge? This just caught my eye, and before I knew it I started scoring the entries. If so, I'll post them momentarily.

Curmudgeon
2015-09-25, 02:45 PM
Extra judgings are generally good.

The Viscount
2015-09-25, 04:07 PM
Are the two gnome entries penalized because there are two gnomes, or because gnome was expected?

Heliomance
2015-09-25, 05:53 PM
So, we have a handful of disputes:


Mr. samduke, I have some issues with the judgment you gave Harror. First, I believe that you aren't giving the RAW of Harror's abilities a fair shake. First, pg. 63 of the XPH is crystal clear on how many points a power costs. Elemental Steward is a 1st level power, so it costs 1 PP. Once an elemental steward is summoned, they each have 3 different PLAs, each of which can be used 2 times per day. 3 × 2 = 6, so Harror can absorb 6 spellfire levels from each summoned elemental steward (at a cost of 1 PP per steward). The Magic Mantle makes it very clear that Harror can absorb psionics as easily as magic, unlike her fellow competitors. I don't understand what you mean when you say "but you only get 2 powers 2 times a day, but you get multiple of these and that takes a hit in the cheese department." Are you saying it's cheesy to manifest the same power more than once per day? I really don't understand why you gave the markdown that you did in that sentence.

I also do not understand the two penalties you gave Harror in UoSI. You said "-1 while alot [sic] of the SI abilites [sic] are used I feel they are not used to the fullest
-1 the build certainly is not gaining as much out of it as one could, Then I have to look at Why take the SI it certainly would not be better than if you had just stayed in ardent." I went into detail about why every ability in the SI is useful to Harror, and I feel like I also went into detail about what good the SI gives her. Using spellfire is much more efficient for Harror than using PP to blast normally (1 PP = 1d6 when manifesting Energy Ray or Crystal Shard, but 1 PP = 6d6 when turning it into spellfire), and it's also more efficient to use spellfire for healing (1 PP = 2 HP when manifesting Touch of Health, but 1 PP = 6d4 + 6 HP when Harror uses spellfire to heal). Using Spellfire Channeler to store more than her CON in spellfire is important for having enough spellfire to last all encounter. We disagree over whether mind blades are a source of spellfire (though I still don't see how that wouldn't work), but with the build as presented, I get spellfire effectively as an encounter resource instead of as a daily resource or an external resource. Spellfire flight is also more efficient than psionic flight. I specifically chose powers that don't rely on having an especially high ML (Psionic Minor Creation lasts pretty much all day at ML 7, after all, and you don't need to augment it), so I still get lots of use out of being an Ardent even with 10 levels in the SI. Really, Ardent is supporting Spellfire Channeler, rather than Spellfire Channeler supporting Ardent. I did go on about this in great detail in my build write-up, so I'm honestly not sure where the penalty is coming from.

Furthermore, I feel like you did not apply your judgments equitably across the board. To wit:


You seem to have literally copied and pasted Harror's Originality score for Vander: Vander has no levels in Ardent, and yet you gave him +1 for having Ardent levels.
Red Stag got a +1 for having "entered SI at the earliest level possible," but Harror entered at the exact same level and was given no bonus, despite actually finishing the SI earlier than Red Stag did.
You gave Harror a penalty for charging spellfire by draining mind blades (which I still maintain is totally legal; in what way is a mind blade not a psionic weapon?), but you gave Vander no such penalty, despite Vander relying on that trick far more than Harror does. (Vander has no self-reliant way of charging spellfire other than draining mind blades, which only comes online at level 10, while Harror can self-charge spellfire from as early as level 2 by using her elemental stewards.) If Vander's mind blades are a valid source of spellfire, so are Harror's.
You penalize Harror because "gaining spellfire levels from the elemental stward [sic] is limited and this hurts your overall power," but Red Stag is even more limited by PP than Harror is: Red Stag must manifest a Linked Synchronicity, which costs 2 PP (1 PP for the power that Synchronicity is Linked to, and 1 PP for Synchronicity), to absorb one Endure Exposure, gaining 3 spellfire levels for 2 PP. Harror expends 1 PP to gain 6 spellfire levels, yielding an efficiency 4 times greater than Red Stag. (Even if Wild Surge pays the metapsionic cost of the Linked power, which is unclear if that's possible by RAW, that's still 1 PP per 3 spellfire levels, or half as efficient as Harror.) Why does Harror get penalized for having "limited" ability to self-charge spellfire while Red Stag does not?
Harror received a penalty for "to [sic] many sources." Harror references six books that aren't Core or Magic of Faerun (which of course is necessary for the SI), including The Mind's Eye. Red Stag used at least ten books outside Core/Magic of Faerun (eleven if you include Unearthed Arcana for the flaw), including The Mind's Eye, and Red Stag received no similar penalty. How is it fair to penalize Harror's six sources without penalizing Red Stag's ten?


In sum, I request that you reevaluate your ruling based on what I have said here. I do not feel like you applied your rulings equitably, and I do not feel like you considered all of the build elements that were presented in the original write-up. I appreciate you volunteering to judge, but I nevertheless request that you consider what I have said here and amend some of your rulings accordingly. Thank you for your consideration.



Power
-1 unarmed swordsage ADAPTATION: To create a monklike character with a tremendous array of fantastic moves and strikes, give the swordsage the monk’s unarmed strike progression and remove his light armor proficiency - No where in this does it say Monk’s Unarmed Strike ability, which includes the Improved Unarmed Strike bonus feat, you get the feat as an Unarmed Swordsage.

-1 you fail the save and fire off a blast, hitting a random target for [Con score]d6 Spellfire damage (this random target can be you at the cost of an action) and counting on Naberius will heal the Con damage - slow at best 1 point per round thats not going to be very beneficial)As I said in my write-up, the only reason for wanting Improved Unarmed Strike was that I thought it might be necessary to make use of Deflect Arrows, and that the standard Swordsage was better if you didn't need the feat. Since no one else even bothered to try getting Improved Unarmed Strike and they weren't marked down for failing to do so, I can only assume that you feel Improved Unarmed Strike is not necessary to use Deflect Arrows. Therefore, whether I can get it as a bonus feat this way is an entirely moot point.

I disagree that it's possible to hit yourself with a random spellfire discharge, but I suppose I ought to have checked with the chair to be sure. If she doesn't rule against it being possible to shoot yourself in the foot that way, then that is an issue, I guess.

The point on Naberius, however, is flat-out wrong. The Fast Ability Healing is there to heal Con damage dealt by Chosen of Evil, which deals 1 Con damage when activated, and can't be used more than once per turn. Dinklesworth never deals more than 1 Con damage to himself per turn, so as Naberius heals 1 point of ability damage per turn, the Con damage is healed as fast as Dinklesworth can inflict it on himself. 1 Con damage dealt/turn - 1 Con damage healed/turn = 0 Con damage/turn.


Use of Secret Ingredient
-1 Vitality Belt ensures that Dinklesworth never fails a DC10 Constitution check (antimagic field fail potential)Spellfire is supernatural, so none of the builds can function inside an AMF anyway. Moreover, it's not clear to me that it's even possible for spellfire to backfire in an AMF, as the rules in MoF say stored spellfire levels are unavailable (if not lost) while inside one. Even if it is possible to have some spellfire backfire inside an AMF, Dinklesworth is actually still less likely to do so than anyone else, as he has higher Con than any other build (even after also losing the +2 Con from Deformity (Obese), which is supernatural) except an enlarged Kakkaroto, and Size Change is also supernatural and hence nullified in an AMF.

Furthermore, Shmebulok also uses the Vitality Belt for the same reason (at least until items (which also fail inside an AMF) bring his Con high enough to auto-pass the check) and wasn't penalized, so it's unfair to single me out for it.


Vander is not an Ardent, and should not receive Originality points for being one.

As chair, I feel the need to make some rulings myself:

Harror: I am upholding the ruling on p63 of the XPH: Elemental Steward, as a 1st level power for Ardents, costs 1pp. This is perfectly legal and works as Harror used it.

Dinklesworth: No, you can't accidentally shoot yourself in the foot with Spellfire.

Red Stag: Flaws are legal in this contest, and thus it is not acceptable to judge the build as if the feat gained from the flaw was not gained. Further, the place to penalise for flaws is in Elegance, not Power. And while Epic Spellfire Wielder may not be kosher, you've already taken two points off for that under Elegance. Taking a third off in UotSI is overkill - apart from anything else, having an illegal feat doesn't make him worse at using the SI.

Kakarotto: Why on earth would you deduct for Spriggan in Originality? Were you expecting a Spriggan? That's the most original choice of race among the entries. It may not be Elegant, but it's certainly Original. Dragon Ball is a manga and anime series, not a sourcebook, and Goku is a character from that series which the build was attempting to emulate. I'm not sure if you deducted for that, but if you did, that's not on either.

ZamielVanWeber
2015-09-25, 07:03 PM
I will have judgments up by Sunday.

WhamBamSam
2015-09-25, 08:27 PM
Would you be interested in having another judge? This just caught my eye, and before I knew it I started scoring the entries. If so, I'll post them momentarily.Very much yes.


I will have judgments up by Sunday.Excellent news.

rockdeworld
2015-09-26, 04:27 AM
Well it wasn't a few minutes like I thought, but here's my input.


Base 3 in each.

Originality:
+1 for a particularly obscure combination (i.e. one I wouldn't have chosen)
-1 for a combo found on the top 2 google links (minmaxboards/brilliantgameologists)
+1 for a particularly clever interaction
-1 for a telegraphed combination

Power:
+1 if it can fill a party role (tank, dps, bfc/debuffer, support)
-1 if it looks like it can fill a role and is very bad at it
+1 if it has consistent abilities/powers
-1 for gear reliance

Elegance:
-0.5 if it's difficult to follow or figure out what it does
-1 for choppy power growth so that the build is unacceptably weak for many levels; waiting for it to "come online", as the other judges put it.
-1 for overreliance on items or other WBL-based options, such as paying NPCs for expensive spells.
-0.5 per use: May-contain-dairy-products rule variants. LA buyoff, magical locations for feats that aren't in Faerun, and bloodlines count, but the list is not exhaustive.
-1: dismissing/handwaving fluff
Up to -2: Rules violations. Nitpicks that don't affect anything? -0.25. Things that negate one of your tricks or require selective rebuilding? -1. Pulling a thread that basically unravels your entire build? -2. Any build that receives -1 or worse in rules violations is eligible for a 0.
+1: Class progression is particularly natural, such as X 5/SI 10/Y 5.
+0.5: Does not require multiclassing penalties to be ignored.
+1: backstory accounts for all base class/PrC choices
Up to +1: Build seems like it would appear natural, not abominably min-maxed, to a fairly new player.

Use of Secret Ingredient:
+1 utilized all the SI abilities
-1 utilized none
+0.5 took all levels of the SI
+0.5 took levels when first able (in part b/c this affects how early you get Flight)
+0.5 utilized all the requirements of the SI
-0.5 ignored the requirements after taking them



Originality: 4.5
I love the 2 automatic energy generation tricks (+1.5)
A full-casting class of some type was expected, but psionic not so much. Neither was Soulknife. (0)

Power: 3.5
It looks like you can fill the DPS role in the early levels with energy rays. I see you deal with the problem of ardents advancing energy ray by 1d6 per level with high con and the increased storage, good. But that only lasts so long, as you can’t consistently make the DC 20 Concentration check for Constitution ×3 storage until level 13. And then you can’t consistently make the DC 25 check for Constitution x4 until level 18, plus at high levels you’ll be dealing ½ damage to most creatures due to fire resistance/immunity/saves. So then you’re actually doing worse than an equal level ardent just using energy rays.
Poison is a good way to deal damage at low levels, but again stops being particularly effective around level 13.
In short, it seems that at high levels you struggle to deal with encounters, and a few mid-level Ardent powers don’t fix that (although Anticipatory Strike is very good). On the other hand, the spike healing allows you to shift into more of a support role and keep everyone near full hp during every encounter, if not healing conditions, so that’s good. (+/-0)
Self-generating energy is great, at least allowing you to be a source of Fast Healing out of combat and providing you with energy pre-combat. It just doesn’t do much during combat, should it happen to go long (+0.5)
"Casters won't expect you to absorb the spells they throw at you" only matters if you can get them to throw spells at you. Anticipatory Strike + readying to absorb a spell is a neat combo, but how are you grabbing their attention without nova-ing?

Elegance: 3.25
Build’s usefulness sortof dies out at high levels (-0.25)
Class progression is somewhat natural, but the soulknife levels in the middle of SW ruin it (+/-0)
Does not require multiclassing penalties to be ignored. (+0.5)
Backstory doesn’t account for base class/PrC choices (+/-0)
Build would seem somewhat min-maxed to a fairly new player (+/-0)

UOSI: 3.75
I’d rule Abillity Focus has to be applied to something more specific than “spellfire”, so it wouldn’t affect both the energy rays and Maelstrom of Fire, but that’s DM-specific.
ignored knowledge, but advanced con & spellcraft, ignored Endurance (+/-0)
Combos:
readying to absorb a spell + Anticipatory Strike/Crown of Fire
Drain Charged Item + dorje (eventually)
Drain Permanent Item + soulknife
Increased Storage + moderately-high Con
Improved Healing + ???
Weapon Focus (Spellfire) + ability focus (Spellfire) + Rapid Blast (sorta) + Maelstrom of Fire (with a lenient DM)
Flight + ???
Deflect Arrows + ???
So you took all levels of the SI (+0.5), and took levels when first able, but delayed flight and other abilities with more Soulknife levels (+0.25). You utilized some but not all of the abilities and prerequisites.
Total = 15

Originality: 4.0
A disgustingly fat gnome dedicated to suffering? Well. Also you use all the ToB classes + Fighter, which is pretty off the wall (+1).
The interactions you get are unfortunately not great, as I discuss below (+/-0).

Power: 2.0
You’re unable to generate spellfire energy on your own before level 9, so your ability to depend on that as a source of damage/healing is limited at best. After that it starts cutting into your XP growth, meaning you might well be behind in levels just to use your class abilities.
The build is quite weak during early levels due to low BAB, and it faces the problem of tanks: why should the enemy pay attention to you? Then you go into Spellfire Channeler and lose those big hit dice you relied on during the early levels.
Improved Storage 5 requires a will save every round, and using Moment of Perfect Mind every round requires a full-round action (assuming you chose martial study for swordsage), making it untenable once you do anything else (like combat or sleep).
As I understand it, Chosen of Evil doesn’t let you make more energy blasts than you would otherwise, since taking con damage doesn’t activate the will save, so I don’t understand the point of that interaction. Moreover, my understanding of the rules is that using 1 maximum strength energy blast uses up all your spellfire energy levels, so you can’t do it multiple times per combat.
In short, it looks like you start out a bad tank and go into inconsistent DPS (-1).

Elegance: 1.5
It's somewhat difficult to figure out what your build does after going into Spellfire Channeler. Do you want to fight on the front lines, or stay in back?
The build is pretty weak for many levels and never really seems to come online (-1).
Class progression is nowhere near natural, and requires ignoring multiclass penalties to work (-0.5)

UOSI: 4.5
Endurance doesn’t do anything for heavy armor.
Chosen of Evil applies to exactly 1 energy blast/round, so it doesn’t really combo with Rapid Blast.
Combos:
Planar Touchstone glimpsing the future + readying spellfire/Crown of Fire
Drain Charged Item + Craft Wand (sortof)/Craft Rod
Increased Storage + Shape Soulmeld (Vitality Belt)
Improved Healing + craft wand? Ehh, it beats out WoLV, so sure. Also + Ragnorra’s strong sign, presumably.
Weapon Focus (Spellfire) + Dwarven Defender
Rapid Blast + ???
Drain Permanent Item + Craft Rod
Flight + ???
Deflect Arrows + Devoted Defender
Maelstrom of Fire + Order Forged From Chaos
So you utilized most of the SI abilities and some requirements to some extent (+1)
And you took all levels of the SI (+0.5)
Total: 12

Originality: 5
Automatic energy generation from Feather Fall? Take your (+1) =P
Incarnate/Dragon Shaman was also unexpected (+1)

Power: 4
Targetting yourself with feather fall? :raiseeyebrows: Not sure all DMs would allow it, but by RAW it works, so well done - you have automatic energy generation.
Statistically, you can’t hold 4x Con for more than 20 minutes. On the other hand, that’s longer than the average combat. Same with 5x Con for 20 rounds.
Maelstrom of Fire doesn’t work that way (because you can only release your Con in energy levels per use), but is still a nova.
Altogether seems fine at ranged DPS at low levels with the 2d6 acid, and slightly less so at high levels when energy blasts are weak against fire resistant/immune creatures (+0.5)
Self-generating energy is great, at least allowing you to be a source of Fast Healing out of combat and providing you with energy pre-combat. It just doesn’t do much during combat, should it happen to go long (+0.5)

Elegance: 3.75
Class progression is fairly natural (+0.5)
Requires multiclassing penalties to be ignored (-0.25)
Backstory accounts for all base class/PrC choices, but feels a bit disjointed. He learned Incarnum for 7 levels, then switched to Dragon Shamaning because people made fun of him? Then continued that for 3 levels before he left town for the same reason? (+0.5)

UoSI: 4
Combos:
Knowledge + Draconic Aura
Spellfire + Feather Fall
Drain Charged Item/Drain Permanent Item + Dragon Tail
Increased Storage/Improved Healing/Maelstrom of Fire + Vitality Belt + High Con
Weapon Focus (Spellfire)/Rapid Blast + Draconic Aura
Flight + Feather Fall/Spellfire combo
Deflect Arrows + ???
Crown of Fire + ???
So you use most of the abilities very well (+0.5)
You took all levels of the SI (+0.5)
And you used some requirements after taking them while ignoring others (+/-0)
Total: 16.75

Originality: 3
A full-casting class of some type was expected, but psionic not so much. Neither was DFA, though it’s only a 1-level dip. (+/-0)
Linked Synchronicity and the other psionic stuff you use are known tricks, but readying actions to draw off Spellfire seems new (+/-0)

Power: 4
Ok, you have automatic spellfire energy generation starting at level 1, good job. And you have the tools to deal damage/heal decently at low levels.
1-5 ranks in Bluff with +3 Cha don’t really help with social interaction, and intimidate lags behind your level, but I’ll grant it works sometimes.
Psychofeedback lasts rounds/level, so you can’t really hold 5x Con for more than 20 rounds. On the other hand, that’s longer than the average combat.
You don’t get super-good fort and reflex saves without undue reliance on items, but your will save is rockin’.
Psychofeedback is great, but the effects are worse than Barbarian’s rage, leaving you unable to do it more than 1/day if you nova it. Plus having 1 Str for a few days might have other implications. The fact that you can’t heal or negate it means it’s not very consistent, even if it is great. So your powers are inconsistent (+/-0), but at least you can prevent a good deal of damage with your psionic tricks, and you still get several actions per round, so I’ll grant you’re a support (+1).

Elegance: 2.25
Requires multiclassing penalties to be ignored. (-0.25)
Used a flaw (-1)
The fluff of Anarchic Initiate’s Chaotic Breach fits right into your backstory. (+0.5)
Build is rather unpalatable to a new player in terms of level composition, but isn’t the worst I’ve seen. (+/-0)

UoSI: 4.5
Combos:
Spellfire recharge with Linked Synchronicity + Schism seems great, recharging you even while you’re in battle (slowly, but better than nothing).
Drain Charged Item + ???
Increased Storage/Improved Healing/Weapon Focus (Spellfire)/Rapid Blast/Maelstrom of Fire + Psychofeedback + high Con
Drain Permanent Item + ???
Flight + lack of Wilder powers known, sure, it looks like synergy to me. Just don’t forget to recharge ⅓ minutes or so.
Deflect Arrows + Good Karma
Crown of Fire + spellfire recharging (sortof). The DR really doesn’t do much at level 20, so I can’t count that.
You ditched spellcraft and k: arcana, but used the Endurance feat well. And you used most of the SI’s abilities, even if the legwork comes from your Wilder powers (+0.5)
Took levels when first able (+0.5)
Utilized all the requirements of the SI (+0.5)
Dropping the SI’s capstone in favor of another class’s ability does not endear yourself to a good UoSI score, but as it’s just 1 level, it’s not much of a deduction either. (+/-0)
Total: 13.75

Originality: 5
Soulknife 13? Drain Permanent Item with a Soulknife? Take those points (+2)
The concept made me laugh out loud.

Power: 2.5
Seems fine at low levels - you’re clearly a scout, with some damage ability, though it relies on others.
At high levels you plan to snipe with a soulknife, but don’t really have the hide check to pull off the -20 penalty against anyone with ranks in Spot. On top of that, the soulknife is only doing 4d6-6d6 damage per round at most, only slightly relevant. A few points of ability damage per round don’t really change that. At least it’s a touch attack. (-0.5)
Your soulknife is consistent-ish, as using all the abilities you have requires more actions than there are in a round, but the spellfire is consistent since you can eat your mind blades. (+/-0)

Elegance: 5
Up through level 10 you’re fairly reliant on items to charge soulfire, though after that you’re set (-0.5).
Class progression is particularly natural (+1)
Does not require multiclassing penalties to be ignored (+0.5)
Build seems like it would appear natural, not abominably min-maxed, to a fairly new player. (+1)
On a side note, the lack of backstory made me sad.

Use of Secret Ingredient: 3.5
Combos:
Drain Charged Item + ??? (items only)
Increased Storage + ??? (concentration only)
Improved Healing + ??? (gear only)
Weapon Focus (Spellfire) + ??? (used alone)
Rapid Blast + ??? (used alone, and only 2/3)
Drain Permanent Item + soulknife
Flight + the above combo
Deflect Arrows + ??? (used alone)
Crown of Fire + -
Maelstrom of Fire + -
So you used most of the abilities as listed, but didn’t really build on them or make them shine (+/-0)
Took SI levels when first able (+0.5)
You use Spellfire Weilder and concentration, but sortof ignored the other prerequisites of the SI after taking them (+/-0)
Total: 16

Originality: 2.5
Legacy champion? Boo (-0.5). That class is used to replace every bad class with one that has a better chassis.
I don’t see any other interactions worth mentioning (+/-0)

Power: 2.25
I don’t see you being able to fill a party role, even with the d8 and ¾ BAB from Legacy Champion. You lag behind a Wizard in BAB, so it’s hard to imagine how you can hit anything at early levels. The high Dex helps a lot later, especially when you use spellfire blasts, but you can’t charge those without items, and you have only mediocre Con to boot, making them inconsistent (-1) Unfortunately, at the levels when you get good at spellfire energy blasts, spellfire energy blasting gets bad because it starts to lag behind a straight psion’s 1d6/level several times/day damage. (+/-0)
Your melee damage and to-hit aren’t terrible, but you only have 1 attack for most of your career, so your damage per round is quite low. At least your saves and HD are good (+0.25)

Elegance: 2.25
It's difficult to figure out what it does (-0.5)
Choppy power growth, so that the build is unacceptably weak for many levels (-1)
Mainly reliant on items for spellfire (-0.5)
I noticed you have levels in Legacy Champion but never record the Least/Lesser/Greater Legacy feat anywhere. They’re given for free with the rituals, but you don’t list those anywhere and I think you should at least acknowledge them in your build (-0.25)
Does not require multiclassing penalties to be ignored. (+0.5)
Backstory accounts for all base class/PrC choices (+1)

Use of Secret Ingredient: 2.25
You pretty much state that you aren’t using spellfire energy blasts (except in Kamehameha moments, which are rare), and don’t really reference the other abilities (-0.5)
Nor did you utilize the requirements of the SI, save to get Steadfast determination. (-0.25)
Total: 9.25

On a side note, I should really just expect Incarnate to show up at this point. Almost every competition I've seen, someone has used Incarnate as a base for the SI, perhaps in part because it's so unexpected.

samduke
2015-09-26, 01:32 PM
So, we have a handful of disputes:
As chair, I feel the need to make some rulings myself:


{Scrubbed}

next responses to disputes

Harror: first off just samduke no title ect..
the elemental steward in the moster manual shows 2 powers 2 times a day and that is what I gave reflected score based on, the fact that you can have many of these to fuel the drain affect in my opinion is Cheese and deducted as such.

as for Use of the SI I am allowed to take the build as presented decide if what is presented by RAW is using the abilities to what I feel are full potential, I felt you lacked thus gave a deduction.


You seem to have literally copied and pasted Harror's Originality score for Vander: Vander has no levels in Ardent, and yet you gave him +1 for having Ardent levels

yes so it seems I made a typo error, Blame the chair for not putting the build out with the others - and the chair did it twice.. Vander And Vanders score will reflect this change by a -1 to originality to reflect the change.


You gave Harror a penalty for charging spellfire by draining mind blades

you are again correct point in fact I cannot give a 0 score to vander for using the same trick, if I could several builds including Harror would have gotten 0 in several subgroups, so instead of listing it with a deduction or not I just did not list it as the build was already at a total score of 1 for the subgroup

as for sources so it seems ..



harrors listed sources =10
Complete Psionic
Expanded Psionics Handbook
SRD
ACF: The Mind's Eye (http://archive.wizards.com/default.a.../psm/20070214a)
Monster Manual/SRD
Magic of Faerun
Drow of the Underdark
Tome of Magic
Complete Adventurer
Player's Handbook/SRD

red stages listed sources =12
Complete Psionic
Complete Scoundrel
Dragon Magic
Expanded Psionics Handbook
Lords of Madness
Magic Item Compendium
Magic of Faerun
PHB II
Races of the Dragon
Tome of Battle
Mind's Eye, Part One
Mind's Eye, Part Four

Red Stages Originality will receive a
-1 to many sources

Dinklesworth
response to the hit yourself with a random spellfire discharge.. as the chair has made an AFTER judging ruling that should have been made pre judging , I am going to say this first off the deduction was not actually related to hitting your self merely a commentary, the deduction is for the reliance on Naberius con heal at the slow rate of 1, in my reading of the spellfire it looks as if it is possible to inflict more than 1 con damage per round thus the deduction SO in light of the fact that the chair has made an abnormal ruling after the fact I am only willing to adjust this score +.5

-1 Vitality Belt plain and simple this is a reliance on an item deduction

I cannot give a 0 score to Shmebulok for using the same trick, if I could several builds including Dinklesworth would have gotten 0 in several subgroups, so instead of listing it with a deduction or not I just did not list it as the build was already at a total score of 1 for the subgroup

Responses for the following from the chair
Red Stag: Flaws are legal in this contest, and thus it is not acceptable to judge the build as if the feat gained from the flaw was not gained. Further, the place to penalise for flaws is in Elegance, not Power. And while Epic Spellfire Wielder may not be kosher, you've already taken two points off for that under Elegance. Taking a third off in UotSI is overkill - apart from anything else, having an illegal feat doesn't make him worse at using the SI.

Response: I am allowed to flag a -1 penalty for use of a FLAW I did not penalize for the feat, and lack of the main ingreadient in how the build illegally uses a feat they cannot get is worth a -2 penalty - NO CHANGE IN SCORE

Kakarotto: Why on earth would you deduct for Spriggan in Originality? Were you expecting a Spriggan? That's the most original choice of race among the entries. It may not be Elegant, but it's certainly Original. Dragon Ball is a manga and anime series, not a sourcebook, and Goku is a character from that series which the build was attempting to emulate. I'm not sure if you deducted for that, but if you did, that's not on either.

I deducted for the spriggan: reasons 1 it is a 7ECL monster, that the chef used savage progression which I personally disallow as stated. and the inclusion mention of or use of NON-Cannon Materials just does not fly in my book.

NO CHANGE IN SCORE

Troacctid
2015-09-26, 01:42 PM
-1 Vitality Belt plain and simple this is a reliance on an item deduction
Point of clarification, Vitality Belt isn't an item, it's a class feature for Incarnates.

WhamBamSam
2015-09-26, 01:50 PM
Point of clarification, Vitality Belt isn't an item, it's a class feature for Incarnates.Or, in Dinklesworth's case, which is what's being disputed, a feat.

EDIT:
First I will respond to the chairs abnormal meddling in the whole judging process and Call for a Unified Judging System Immediately.There's abnormal meddling from the chair because your judging made obvious rules errors and violated contest rules in your manner of penalizing flaws (and arguably, in your penalizing of Epic Spellfire Wielder).

Heliomance wouldn't give you a hard time if you were participating in accordance with the rules of D&D 3.5 and Iron Chef, but you seem unwilling or unable to do so.

Sqmach
2015-09-26, 02:21 PM
First I will respond to the chairs abnormal meddling in the whole judging process and Call for a Unified Judging System Immediately.

I mostly just lurk on these threads because I like seeing creative builds, but I feel the need to chime in here. Its become increasingly clear over the last few threads that you have an issue with the way this contest is run, that is fine and you are entitled to make objections. However, when you put yourself in the position of a judge, you need to adhere to how the contest is run, not how you want it to be run. The chairman has to enforce the rules of the contest, ensure judging is done fairly, and sometimes make clarifications when rules are ambiguous, that is all Heliomance is doing here. "Abnormal" meddling is required in response to "abnormal" judging.

Amphetryon
2015-09-26, 02:30 PM
I don't recall; is there precedent for setting aside a given score, or set of scores, in this contest?

Sian
2015-09-26, 02:49 PM
I don't recall; is there precedent for setting aside a given score, or set of scores, in this contest?

Prehaps not quite the fitting shoe you're looking for, but relatively recently (... Junkyard Wars VIII, i think), a completed judging was discarded as the judge never returned to respond to disputes, while the judging had a range of problems with factual errors, both in reading the entries and in understanding that 3e and 3.5e weapon rules aren't similar

The Viscount
2015-09-26, 03:27 PM
Thanks for your rapid judging rockdeworld!

WhamBamSam
2015-09-26, 03:29 PM
I don't recall; is there precedent for setting aside a given score, or set of scores, in this contest?I don't know if it's ever gotten to that point, but there certainly is a precedent for the chair telling a judge that it's not acceptable to penalize certain things. Specifically, back in Corrupt Avenger, Kuul made a judge remove a penalty to originality for the use of Core material (http://www.giantitp.com/forums/showsinglepost.php?p=16329194&postcount=401).

I'll be honest. I don't see any reason why Heliomance shouldn't go through with banning samduke from the competition like she was considering before. They've been nothing but unpleasant, and their submissions have been consistently low quality with no sign of improvement or even desire to improve. They waste the judges time when they enter, are now treating the entries (all of them, in my view, not just mine) unfairly as a judge, and can't even bother to even make a show of respect to the competition or the others involved in it.

Curmudgeon
2015-09-26, 04:20 PM
I don't recall; is there precedent for setting aside a given score, or set of scores, in this contest?
Last round of Zinc Saucier (Swashbuckler) was judged based on matching a pirate ship theme rather than the actual contest ingredient; the chair let those scores stand. (The Swashbuckler as written is a close match to one of the Three Musketeers; it has no mention of pirates or ships.)

Venger
2015-09-26, 06:17 PM
I don't know if it's ever gotten to that point, but there certainly is a precedent for the chair telling a judge that it's not acceptable to penalize certain things. Specifically, back in Corrupt Avenger, Kuul made a judge remove a penalty to originality for the use of Core material (http://www.giantitp.com/forums/showsinglepost.php?p=16329194&postcount=401).

I'll be honest. I don't see any reason why Heliomance shouldn't go through with banning samduke from the competition like she was considering before. They've been nothing but unpleasant, and their submissions have been consistently low quality with no sign of improvement or even desire to improve. They waste the judges time when they enter, are now treating the entries (all of them, in my view, not just mine) unfairly as a judge, and can't even bother to even make a show of respect to the competition or the others involved in it.

Hear hear. Heliomance has been nothing but patient up until this point.

Thanks for finishing up so fast, rockdeworld. looks great.